Module:Data/Civ5/Base/Units

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--[Field] [Type]--Type String--Description String--Civilopedia String--Strategy String--Help String--Requirements String--Combat Int64--RangedCombat Int64--Cost Int64--Moves Int64--Immobile Boolean--Range Int64--BaseSightRange Int64--Class String--Special String--Capture String--CombatClass String--Domain String--CivilianAttackPriority String--DefaultUnitAI String--Food Boolean--NoBadGoodies Boolean--RivalTerritory Boolean--MilitarySupport Boolean--MilitaryProduction Boolean--Pillage Boolean--Found Boolean--FoundAbroad Boolean--CultureBombRadius Int64--GoldenAgeTurns Int64--IgnoreBuildingDefense Boolean--PrereqResources Boolean--Mechanized Boolean--Suicide Boolean--CaptureWhileEmbarked Boolean--PrereqTech String--ObsoleteTech String--GoodyHutUpgradeUnitClass String--HurryCostModifier Int64--AdvancedStartCost Int64--MinAreaSize Int64--AirUnitCap Int64--NukeDamageLevel Int64--WorkRate Int64--NumFreeTechs Int64--RushBuilding Boolean--BaseHurry Int64--HurryMultiplier Int64--BaseGold Int64--NumGoldPerEra Int64--SpreadReligion Boolean--IsReligious Boolean--CombatLimit Int64--RangeAttackOnlyInDomain Boolean--RangeAttackIgnoreLOS Boolean--RangedCombatLimit Int64--XPValueAttack Int64--XPValueDefense Int64--SpecialCargo String--DomainCargo String--Conscription Int64--ExtraMaintenanceCost Int64--NoMaintenance Boolean--Unhappiness Int64--UnitArtInfo String--UnitArtInfoCulturalVariation Boolean--UnitArtInfoEraVariation Boolean--ProjectPrereq String--SpaceshipProject String--LeaderPromotion String--LeaderExperience Int64--DontShowYields Boolean--ShowInPedia Boolean--MoveRate String--UnitFlagIconOffset Int64--PortraitIndex Int64--IconAtlas String--UnitFlagAtlas Stringlocal data ={
UNIT_SETTLER={
Description=[=[Settler]=];
Civilopedia=[=[Pioneers drive civilization. While most are satisfied with the status quo, happy just to survive, in every culture there are a few hardy individuals willing to strike out on their own, to risk everything in the hope of finding a better life for themselves and their children. In the past, brave settlers have led humanity out of Africa and into Europe, Asia, the Pacific, and the Americas. In the future they may lead the way to the moon, Mars, and even beyond.]=];
Strategy=[=[Use this [[unit (Civ5)|unit]] to construct new [[cities (Civ5)|cities]]. It cannot defend itself, so accompany it with a [[combat (Civ5)|combat]] unit.]=];
Help=[=[Founds new [[Cities (Civ5)|Cities]] to expand your empire.
{{food5}} Growth of the [[City (Civ5)|City]] is stopped while this [[Unit (Civ5)|Unit]] is being built.]=];
Requirements=[=[
Settlers may only be built in Cities with at least 2 {{citizen5}} Citizens.]=];
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SETTLER";
Capture="UNITCLASS_WORKER";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH_EARLY_GAME_ONLY";
DefaultUnitAI="UNITAI_SETTLE";
Food=true;
Found=true;
HurryCostModifier=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
UnitArtInfo="ART_DEF_UNIT__SETTLER";
UnitArtInfoCulturalVariation=true;
ShowInPedia=true;
MoveRate="BIPED";
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_WORKER={
Description=[=[Worker]=];
Civilopedia=[=[To survive, a civilization needs skilled workers. They may be highly trained engineers, or civilians conscripted into labor - or, indeed, slaves - but someone has to dig the mines, plant the fields and pave the roads. Without these men and women, a civilization will stagnate and eventually fall prey to a more vigorous neighbor.]=];
Strategy=[=[This [[unit (Civ5)|unit]] constructs [[roads (Civ5)|roads]], [[railroads (Civ5)|railroads]] and builds [[improvements (Civ5)|improvements]] like [[farms (Civ5)|farms]] and [[mines (Civ5)|mines]]. It cannot defend itself, so accompany it with a military unit when it is in dangerous [[territory (Civ5)|territory]].]=];
Help=[=[Improves {{food5}} [[Food (Civ5)|Food]] {{production5}} [[Production (Civ5)|Production]] and {{gold5}} [[Gold (Civ5)|Gold]] by constructing [[Improvements (Civ5)|Improvements]] on map tiles outside of [[Cities (Civ5)|Cities]].]=];
Cost=70;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_WORKER";
Capture="UNITCLASS_WORKER";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_LOW";
DefaultUnitAI="UNITAI_WORKER";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=100;
UnitArtInfo="ART_DEF_UNIT__WORKER";
UnitArtInfoEraVariation=true;
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=1;
PortraitIndex=1;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_WORKBOAT={
Description=[=[Work Boat]=];
Civilopedia=[=[The sea can provide much to a civilization. This can range from protein in the form of seafood to energy - from whale or from oil. For all of human history, courageous men and women have been going to sea in boats to harvest the sea's bounty. Doubtless they will continue to do so until the end of time, "when the sea shall give up her dead."]=];
Strategy=[=[This [[unit (Civ5)|unit]] can only be constructed in [[coastal (Civ5)|coastal]] [[cities (Civ5)|cities]]. Use [[work boats (Civ5)|work boats]] to improve [[water (Civ5)|water]] [[resources (Civ5)|resources]] - [[fish (Civ5)|fish]], [[whales (Civ5)|whales]], [[oil (Civ5)|oil]], etc. The work boat is consumed when it constructs the [[improvement (Civ5)|improvement]]. Work boats can't enter [[ocean (Civ5)|ocean]] hexes until [[Astronomy (Civ5)|Astronomy]] is discovered. Work boats cannot engage in [[combat (Civ5)|combat]].]=];
Help=[=[Creates [[Improvements (Civ5)|Improvements]] on [[water (Civ5)|water]] [[resources (Civ5)|resources]] like {{fish5}} [[Fish (Civ5)|Fish]]. The [[Work Boat (Civ5)|Work Boat]] is consumed in the process. It is [[defenseless (Civ5)|defenseless]], and will be killed if it comes into contact with an enemy.]=];
Cost=50;
Moves=4;
BaseSightRange=2;
Class="UNITCLASS_WORKBOAT";
Domain="DOMAIN_SEA";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_LOW";
DefaultUnitAI="UNITAI_WORKER_SEA";
MilitarySupport=true;
MilitaryProduction=true;
PrereqResources=true;
Mechanized=true;
PrereqTech="TECH_SAILING";
AdvancedStartCost=10;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=100;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_WORKBOAT";
UnitArtInfoEraVariation=true;
ShowInPedia=true;
MoveRate="WOODEN_BOAT";
UnitFlagIconOffset=2;
PortraitIndex=2;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ARTIST={
Description=[=[Great Artist]=];
Civilopedia=[=["Great Artists" are the visionaries of civilization. They interpret the world, creating beauty where none was found before. They write the poems, carve the statues, paint the pictures and sing the songs that define us. They can rise up and enlighten a people, making a civilization far greater than the sum of its parts.]=];
Strategy=[=[[[Great Artists (Civ5)|Great Artists]] can construct the special [[Landmark (Civ5)|Landmark]] [[improvements (Civ5)|improvements]], which, when worked, provide loads of {{culture5}} [[Culture (Civ5)|Culture]] to a [[city (Civ5)|city]]. The Great [[Artist (Civ5)|Artist]] can also "culture bomb" a tile inside or within 1 space of your [[territory (Civ5)|territory]], putting that tile and all adjacent tiles into your territory. Great Artists can also create [[Golden Ages (Civ5)|Golden Ages]]. Great Artists are expended when used in any of these ways.]=];
Cost=-1;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_ARTIST";
Special="SPECIALUNIT_PEOPLE";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_ARTIST";
CultureBombRadius=1;
GoldenAgeTurns=8;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=1;
UnitArtInfo="ART_DEF_UNIT_ARTIST";
UnitArtInfoEraVariation=true;
ShowInPedia=true;
MoveRate="GREAT_PERSON";
UnitFlagIconOffset=88;
PortraitIndex=44;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SCIENTIST={
Description=[=[Great Scientist]=];
Civilopedia=[=["Great Scientists" figure out how the world works. They discover that the earth orbits the sun. They sequence DNA and invent quantum mechanics. They cure polio and predict eclipses. They make a civilization smarter. They invent the future.]=];
Strategy=[=[The [[Great Scientist (Civ5)|Great Scientist]] can construct the special [[Academy (Civ5)|Academy]] [[improvement (Civ5)|improvement]] which, when worked, produces lots of {{Science5}} [[Science (Civ5)|Science]]. [[Further (Civ5)|Further]], the Great [[Scientist (Civ5)|Scientist]] lets you immediately learn any available [[technology (Civ5)|technology]]. Finally, the Great Scientist can start a [[Golden Age (Civ5)|Golden Age]]. The Great Scientist is expended when used in any of these ways.]=];
Cost=-1;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SCIENTIST";
Special="SPECIALUNIT_PEOPLE";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_SCIENTIST";
GoldenAgeTurns=8;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=1;
NumFreeTechs=1;
UnitArtInfo="ART_DEF_UNIT_SCIENTIST";
UnitArtInfoEraVariation=true;
ShowInPedia=true;
MoveRate="GREAT_PERSON";
UnitFlagIconOffset=91;
PortraitIndex=45;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MERCHANT={
Description=[=[Great Merchant]=];
Civilopedia=[=["Great Merchants" provide the goods and services civilizations need to survive. They import food, medicines, and luxuries, and they export a civilization's manufactured goods. They provide the financing needed for great works to be accomplished. They create a civilization's wealth.]=];
Strategy=[=[The [[Great Merchant (Civ5)|Great Merchant]] can construct the special Custom House [[improvement (Civ5)|improvement]] which, when worked, produces loads of {{gold5}} [[Gold (Civ5)|Gold]]. The Great [[Merchant (Civ5)|Merchant]] can also journey to a [[city-state (Civ5)|city-state]] and perform a "trade mission" which produces gobs of {{gold5}} Gold and garners many [[Influence (Civ5)|Influence]] Points with the [[city (Civ5)|city]]-state. Finally, the Great Merchant can create a [[Golden Age (Civ5)|Golden Age]]. The Great Merchant is expended when used in any of these ways.]=];
Cost=-1;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_MERCHANT";
Special="SPECIALUNIT_PEOPLE";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_MERCHANT";
GoldenAgeTurns=8;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=1;
BaseGold=350;
NumGoldPerEra=50;
UnitArtInfo="ART_DEF_UNIT_MERCHANT";
UnitArtInfoEraVariation=true;
ShowInPedia=true;
MoveRate="GREAT_PERSON";
UnitFlagIconOffset=92;
PortraitIndex=46;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ENGINEER={
Description=[=[Great Engineer]=];
Civilopedia=[=["Great Engineers" are the men and women who get things done. They construct the monuments, the roads, the information networks that improve the lives of those around them. They invent new processes for building high-rises or rolling steel; they dig canals; they irrigate deserts. They keep a civilization moving forward.]=];
Strategy=[=[[[Great Engineers (Civ5)|Great Engineers]] can construct the special [[Manufactory (Civ5)|Manufactory]] [[improvement (Civ5)|improvement]], which, when worked, provides a lot of {{production5}} [[Production (Civ5)|Production]] for a [[city (Civ5)|city]]. The Great [[Engineer (Civ5)|Engineer]] can also hurry production of a [[unit (Civ5)|unit]], [[building (Civ5)|building]] or [[Wonder (Civ5)|Wonder]] in a city. The Great Engineer can also create a [[Golden Age (Civ5)|Golden Age]]. The Great Engineer is expended when used in any of these ways.]=];
Cost=-1;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_ENGINEER";
Special="SPECIALUNIT_PEOPLE";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_ENGINEER";
GoldenAgeTurns=8;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=1;
BaseHurry=300;
HurryMultiplier=30;
UnitArtInfo="ART_DEF_UNIT_ENGINEER";
UnitArtInfoEraVariation=true;
ShowInPedia=true;
MoveRate="GREAT_PERSON";
UnitFlagIconOffset=89;
PortraitIndex=47;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GREAT_GENERAL={
Description=[=[Great General]=];
Civilopedia=[=["Great Generals" are the supreme warriors of civilization. They create the weapons and train the soldiers. They plan the strategies to protect a civilization from its enemies, creating bold offensives, strong fortifications and cunning traps. They are the first out of the trench or onto the enemy's ship. They lead the charge into battle, carrying the fate of the people on their broad shoulders.]=];
Strategy=[=[The [[Great General (Civ5)|Great General]] can construct the special [[Citadel (Civ5)|Citadel]] [[improvement (Civ5)|improvement]] which gives a big defensive bonus to any [[unit (Civ5)|unit]] occupying it. The Great General is consumed when it builds the Citadel. The Great General provides a 20% [[combat (Civ5)|combat]] bonus to all player-owned units within 2 tiles. The Great General is NOT consumed when he provides this bonus. The Great General can also initiate a [[Golden Age (Civ5)|Golden Age]].]=];
Cost=-1;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_GREAT_GENERAL";
Special="SPECIALUNIT_PEOPLE";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_GENERAL";
GoldenAgeTurns=8;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=1;
UnitArtInfo="ART_DEF_UNIT_GENERAL";
UnitArtInfoEraVariation=true;
DontShowYields=true;
ShowInPedia=true;
MoveRate="GREAT_PERSON";
UnitFlagIconOffset=90;
PortraitIndex=48;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SS_STASIS_CHAMBER={
Description=[=[SS Stasis Chamber]=];
Civilopedia=[=[The Alpha Centauri spaceship will carry over 3000 colonists plus a variety of plants and animals. Carrying enough food, water and oxygen for that many people for a trip of many years is impossible, even with close to 100% recycling of waste products. Instead, the colonists will make the journey in "cold sleep," which reduces their need for oxygen and nutrients to a fraction of what they would need if awake and active. Aging is slowed somewhat by this process but not halted, and the colonists will emerge some two years older biologically for each decade that passes in flight.]=];
Strategy=[=[This [[unit (Civ5)|unit]] is part of the [[spaceship (Civ5)|spaceship]] which must be constructed to win a [[science victory (Civ5)|science victory]]. See the section on Victory for more details.]=];
Help=[=[One of the [[Spaceship (Civ5)|Spaceship]] parts that must be built and sent to the [[capital (Civ5)|capital]] to win a [[Science Victory (Civ5)|Science Victory]].]=];
Cost=750;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SS_STASIS_CHAMBER";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_SPACESHIP_PART";
PrereqTech="TECH_NANOTECHNOLOGY";
HurryCostModifier=-1;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
UnitArtInfo="ART_DEF_UNIT_SS_STASIS_CHAMBER";
ProjectPrereq="PROJECT_APOLLO_PROGRAM";
SpaceshipProject="PROJECT_SS_STASIS_CHAMBER";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=85;
PortraitIndex=38;
IconAtlas="BW_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SS_ENGINE={
Description=[=[SS Engine]=];
Civilopedia=[=[The engine for the spaceship is a modified ion drive. Once the boosters have propelled the ship into Earth's orbit, the engines will kick in, driving the ship into deep space. The vessel will accelerate slowly but steadily for the first eight years of its journey, then coast for most of the trip. As it approaches Alpha Centauri, the ship will rotate 180 degrees and the engines will fire in the opposite direction for the last eight years, slowing the ship until it is in orbit around the target planet.]=];
Strategy=[=[This [[unit (Civ5)|unit]] is part of the [[spaceship (Civ5)|spaceship]] which must be constructed to win a [[science victory (Civ5)|science victory]]. See the section on Victory for more details.]=];
Help=[=[One of the [[Spaceship (Civ5)|Spaceship]] parts that must be built and sent to the [[capital (Civ5)|capital]] to win a [[Science Victory (Civ5)|Science Victory]].]=];
Cost=750;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SS_ENGINE";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_SPACESHIP_PART";
PrereqTech="TECH_PARTICLE_PHYSICS";
HurryCostModifier=-1;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
UnitArtInfo="ART_DEF_UNIT_SS_ENGINE";
ProjectPrereq="PROJECT_APOLLO_PROGRAM";
SpaceshipProject="PROJECT_SS_ENGINE";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=86;
PortraitIndex=39;
IconAtlas="BW_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SS_COCKPIT={
Description=[=[SS Cockpit]=];
Civilopedia=[=[Mankind's first interstellar colony vessel is an extremely complex machine, and the cockpit is the most complicated component. It is both the ship's command center and the reentry vehicle once the spacecraft reaches an appropriate planet in Alpha Centauri. The ship is entirely automated, but a human crew can be automatically woken from cold sleep in approximately 12 hours in case of emergency.]=];
Strategy=[=[This [[unit (Civ5)|unit]] is part of the [[spaceship (Civ5)|spaceship]] which must be constructed to win a [[science victory (Civ5)|science victory]]. See the section on Victory for more details.]=];
Help=[=[One of the [[Spaceship (Civ5)|Spaceship]] parts that must be built and sent to the [[capital (Civ5)|capital]] to win a [[Science Victory (Civ5)|Science Victory]].]=];
Cost=750;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SS_COCKPIT";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_SPACESHIP_PART";
PrereqTech="TECH_SATELLITES";
HurryCostModifier=-1;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
UnitArtInfo="ART_DEF_UNIT_SS_CAPSULE";
ProjectPrereq="PROJECT_APOLLO_PROGRAM";
SpaceshipProject="PROJECT_SS_COCKPIT";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=84;
PortraitIndex=36;
IconAtlas="BW_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SS_BOOSTER={
Description=[=[SS Booster]=];
Civilopedia=[=[The spaceship's boosters are used to propel the craft off of Earth and into a stable orbit. They are similar to (but much larger than) the simple but reliable and powerful boosters the Russians have been using to put their ships into space for decades. The boosters are ejected during the launch, falling harmlessly into the ocean where they can be retrieved by waiting cargo vessels.]=];
Strategy=[=[This piece is part of the [[spaceship (Civ5)|spaceship]], three [[units (Civ5)|units]] of which must be constructed to win a [[science victory (Civ5)|science victory]]. See the section on Victory for more details.]=];
Help=[=[One of the [[Spaceship (Civ5)|Spaceship]] parts that must be built and sent to the [[capital (Civ5)|capital]] to win a [[Science Victory (Civ5)|Science Victory]]. Unlike other parts, three [[SS Boosters (Civ5)|SS Boosters]] are needed to complete the spaceship.]=];
Cost=500;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SS_BOOSTER";
Domain="DOMAIN_LAND";
CivilianAttackPriority="CIVILIAN_ATTACK_PRIORITY_HIGH";
DefaultUnitAI="UNITAI_SPACESHIP_PART";
PrereqTech="TECH_ROBOTICS";
HurryCostModifier=-1;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
UnitArtInfo="ART_DEF_UNIT_SS_BOOSTER";
ProjectPrereq="PROJECT_APOLLO_PROGRAM";
SpaceshipProject="PROJECT_SS_BOOSTER";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=87;
PortraitIndex=35;
IconAtlas="BW_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MISSILE_CRUISER={
Description=[=[Missile Cruiser]=];
Civilopedia=[=[A missile cruiser is, excepting the aircraft carrier and nuclear submarine, the most powerful naval weapon in the modern arsenal. Designed to carry and deploy the enormously powerful, accurate and long-ranged cruise missiles, a missile cruiser can often target and destroy an enemy on land or sea, long before the enemy even knew the missile cruiser was in range. The Ticonderoga-class American missile cruiser is arguably the most powerful vessel afloat, armed with 122 launch tubes that can carry a huge variety of surface-to-surface, surface-to-air, and even anti-submarine missiles. It is also equipped with a variety of anti-aircraft Gatling-style guns, capable of destroying incoming enemy missiles and aircraft in short order.]=];
Strategy=[=[The [[Missile Cruiser (Civ5)|Missile Cruiser]] is a modern warship. It's fast and tough, carries a mean [[Ranged (Civ5)|Ranged]] [[Combat (Civ5)|Combat]] punch and is pretty good at intercepting enemy [[aircraft (Civ5)|aircraft]]. Most importantly, the [[Missile (Civ5)|Missile]] Cruiser can carry [[Guided Missiles (Civ5)|Guided Missiles]] and [[Nuclear Missiles (Civ5)|Nuclear Missiles]], allowing you to carry these deadly weapons right up to the enemy's shore. Missile Cruisers combined with [[carriers (Civ5)|carriers]] and [[submarines (Civ5)|submarines]] make a fiendishly powerful armada.]=];
Help=[=[[[Naval Unit (Civ5)|Naval Unit]] specialized in warding off enemy [[aircraft (Civ5)|aircraft]]. Can also hold 3 [[Missiles (Civ5)|Missiles]].]=];
Combat=60;
RangedCombat=25;
Cost=425;
Moves=7;
Range=3;
BaseSightRange=2;
Class="UNITCLASS_MISSILE_CRUISER";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_ATTACK_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_ROBOTICS";
AdvancedStartCost=60;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
SpecialCargo="SPECIALUNIT_MISSILE";
DomainCargo="DOMAIN_AIR";
UnitArtInfo="ART_DEF_UNIT_MISSILE_CRUISER";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=80;
PortraitIndex=33;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_NUCLEAR_SUBMARINE={
Description=[=[Nuclear Submarine]=];
Civilopedia=[=[Nuclear submarines are Cold War-era vessels, designed to stealthily carry large numbers of nuclear missiles under the ocean for extended voyages. These huge vessels are nuclear powered themselves, giving them an almost unlimited cruising range (or as long as the food holds out). Nuclear submarines are strategic weapons platforms. They carry intercontinental missiles, able to fly halfway around the world before hitting their target - generally an enemy city. While they may carry torpedoes and surface-to-air missiles for their own defense, their primary duty is to stay hidden and avoid direct conflict with the enemy. They must survive at all costs.
Nuclear submarines formed a part of the US' and USSR's "Mutual Assured Destruction" doctrine: if either side were to hit the other with a sneak nuclear attack, no matter how successful the attack, if even one enemy sub survived it could rain down a horrifying amount of death upon the victor, destroying them as well. Thus, the doctrine states, unless one can be TOTALLY assured that they can absolutely and without question destroy every one of the enemy's nuclear subs, planes and ICBMs, nuclear war is unwinnable. Whether one believes the M.A.D. doctrine to be insane or not, there has been no nuclear war on this planet since it was implemented.]=];
Strategy=[=[The [[Nuclear Submarine (Civ5)|Nuclear Submarine]] is tougher and stronger than the Industrial-[[era (Civ5)|era]] model. It too is invisible to most [[units (Civ5)|units]] and can see other [[submarines (Civ5)|submarines]]. Most importantly, Nuclear Submarines can carry [[guided missiles (Civ5)|guided missiles]] and [[nuclear missiles (Civ5)|nuclear missiles]]. Like submarines, Nuclear Subs are vulnerable to enemy [[destroyers (Civ5)|destroyers]] and subs, so send units of your own out ahead to make sure the [[coast (Civ5)|coast]] is clear.]=];
Help=[=[Invisible to all [[Units (Civ5)|Units]] except [[Destroyers (Civ5)|Destroyers]] and other [[Submarines (Civ5)|Submarines]], or until it attacks or is adjacent to another unit. Can carry 2 [[Missiles (Civ5)|Missiles]], and is specialized in hunting other Submarines.]=];
Combat=30;
RangedCombat=70;
Cost=425;
Moves=6;
Range=3;
BaseSightRange=2;
Class="UNITCLASS_NUCLEAR_SUBMARINE";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_RESERVE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_COMPUTERS";
AdvancedStartCost=60;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
RangeAttackOnlyInDomain=true;
XPValueAttack=3;
XPValueDefense=3;
SpecialCargo="SPECIALUNIT_MISSILE";
DomainCargo="DOMAIN_AIR";
UnitArtInfo="ART_DEF_UNIT_NUCLEAR_SUBMARINE";
ShowInPedia=true;
MoveRate="SUB";
UnitFlagIconOffset=81;
PortraitIndex=34;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CARRIER={
Description=[=[Carrier]=];
Civilopedia=[=[The first flight of an aircraft from an American vessel came in 1910. While some traditionalists fought the development of the carrier, claiming that the battleship was and would always remain the backbone of a modern navy, carriers were in production in navies across the world by the 1920s. In December of 1941 the Japanese navy proved the power of aircraft carriers beyond the shadow of a doubt by destroying much of the American Pacific fleet (including most of its vaunted battleships) in a brilliant surprise attack at Pearl Harbor. By an extraordinary stroke of fortune the American carriers were not at port when the attack occurred, and these were able to slow the Japanese advance until the massive US carrier production effort began to bear fruit, eventually resulting in overwhelming American carrier (and air) superiority, and crushing defeat for Japan.]=];
Strategy=[=[The [[Carrier (Civ5)|Carrier]] is a specialized vessel which carries [[fighter (Civ5)|fighter]] airplanes, [[bombers (Civ5)|bombers]] (but not [[stealth bombers (Civ5)|stealth bombers]]), and [[atomic bombs (Civ5)|atomic bombs]]. The Carrier itself is unable to attack, but the [[aircraft (Civ5)|aircraft]] it carries make it the most powerful offensive weapon afloat. Defensively, however, the Carrier is weak and should be escorted by [[destroyers (Civ5)|destroyers]] and [[submarines (Civ5)|submarines]].]=];
Help=[=[Carries up to 3 [[Aircraft (Civ5)|Aircraft]].]=];
Combat=30;
Cost=375;
Moves=5;
BaseSightRange=2;
Class="UNITCLASS_CARRIER";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_CARRIER_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_FLIGHT";
AdvancedStartCost=60;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
SpecialCargo="SPECIALUNIT_FIGHTER";
DomainCargo="DOMAIN_AIR";
UnitArtInfo="ART_DEF_UNIT_CARRIER";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=70;
PortraitIndex=23;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_BATTLESHIP={
Description=[=[Battleship]=];
Civilopedia=[=[Battleships are large, heavily armored warships equipped with multiple guns of the largest caliber. They are direct linear descendents of the ships of the line of the Age of Sail, equipped to do battle with the enemy's largest warships. In the days before air power and submarines battleships ruled the waves, able to sink anything else afloat. Their extremely powerful guns can be used as artillery as well, sending huge missiles miles inland. Despite their size, speed, armor and firepower, battleships were extremely vulnerable to both air and submarine attack. At Pearl Harbor Japanese planes flying from aircraft carriers sank four American battleships and heavily damaged four more. This convinced the Allies of the primacy of the aircraft carrier as an offensive weapon, and battleships were relegated to shore bombardment and carrier escort duties for much of the rest of the war.]=];
Strategy=[=[The [[Battleship (Civ5)|Battleship]] is an extremely powerful warship with a mighty [[Combat Strength (Civ5)|Combat Strength]] and [[Ranged (Civ5)|Ranged]] [[Combat (Civ5)|Combat]] [[Strength (Civ5)|Strength]]. It has an attack [[range (Civ5)|range]] of 3 hexes, allowing it to bombard [[units (Civ5)|units]] or [[cities (Civ5)|cities]] several hexes inland. Its indirect fire ability allows it to bombard targets it cannot see (as long as other friendly units can see them). The Battleship is vulnerable to air and [[submarine (Civ5)|submarine]] attacks.]=];
Help=[=[Most powerful direct-[[combat (Civ5)|combat]] [[naval Unit (Civ5)|naval Unit]] in the game.]=];
Combat=60;
RangedCombat=32;
Cost=375;
Moves=4;
Range=3;
BaseSightRange=2;
Class="UNITCLASS_BATTLESHIP";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_ATTACK_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_TELEGRAPH";
AdvancedStartCost=60;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_BATTLESHIP";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=68;
PortraitIndex=21;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SUBMARINE={
Description=[=[Submarine]=];
Civilopedia=[=[Pre-nuclear submarines were primarily employed as commerce raiders, seeking to sink the enemy's merchant vessels and cutting their supply chain. World War II-era subs were generally equipped with fore and aft torpedo tubes and perhaps a small deck gun capable of sinking a merchant vessel - if nobody was shooting back.
Except in rare cases submarines did not seek out enemy naval vessels. The sub's job was to sink merchant craft and then slip away before the enemy warships or aircraft could find them. In encounters with destroyers the sub generally got the worst of the engagement. In both World Wars I and II German "U-boats" came perilously close to starving the United Kingdom into submission, sinking 11 million tons of shipping in World War I and 14 million tons in World War II, at a cost of close to 1,000 u-boats sunk.]=];
Strategy=[=[The [[Submarine (Civ5)|Submarine]] is a specialized [[ship (Civ5)|ship]]-killing vessel. It is invisible to most [[units (Civ5)|units]] - except for [[destroyers (Civ5)|destroyers]] and other Submarines - until it attacks, or is adjacent to another unit. The Submarine can enter [[ice (Civ5)|ice]] hexes. Use the Submarine to patrol enemy [[waters (Civ5)|waters]] and sink enemy ships, and to guard your own ships against attacks from enemy subs.]=];
Help=[=[Invisible to all [[Units (Civ5)|Units]] except [[Destroyers (Civ5)|Destroyers]] and other [[Submarines (Civ5)|Submarines]], or until it attacks or is adjacent to another unit. Can cause major damage to other [[ships (Civ5)|ships]] if they get into [[range (Civ5)|range]] without being seen.]=];
Combat=25;
RangedCombat=60;
Cost=375;
Moves=5;
Range=3;
BaseSightRange=2;
Class="UNITCLASS_SUBMARINE";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_RESERVE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_REFRIGERATION";
AdvancedStartCost=60;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
RangeAttackOnlyInDomain=true;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_SUBMARINE";
ShowInPedia=true;
MoveRate="SUB";
UnitFlagIconOffset=69;
PortraitIndex=22;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_DESTROYER={
Description=[=[Destroyer]=];
Civilopedia=[=[A destroyer is a 20th century ship designed for patrol, escort, anti-air and anti-submarine duties. The earliest destroyers were light vessels not well-suited for oceanic cruises unless accompanied by "tenders" carrying additional fuel. By World War II the destroyers were fast, maneuverable and carried enough weaponry and supplies for long-range missions across the world's oceans.
For weaponry, destroyers carried anti-aircraft guns, light anti-ship guns, torpedoes and depth charges. They often accompanied carrier groups, patrolling the waters around the more valuable and larger ships for submarines and providing anti-aircraft cover as well. They escorted supply convoys and patrolled harbors and coasts as well. Duty aboard a World War II destroyer was dangerous indeed; during the war over 220 British, American, Australian and Canadian destroyers were lost, mostly to aircraft attack.]=];
Strategy=[=[The [[Destroyer (Civ5)|Destroyer]] is designed to hunt down and destroy [[submarines (Civ5)|submarines]] and to provide anti-[[aircraft (Civ5)|aircraft]] support. It often operates as an escort to [[embarked (Civ5)|embarked]] [[units (Civ5)|units]], [[battleships (Civ5)|battleships]] and [[carriers (Civ5)|carriers]] when in [[range (Civ5)|range]] of enemy planes and subs. The Destroyer is shockingly fast and its indirect fire ability allows it to bombard targets it cannot see (as long as other friendly units can see them).]=];
Help=[=[Fast late game [[ship (Civ5)|ship]] making it highly effective at recon. Also used to hunt down and destroy enemy [[Submarines (Civ5)|Submarines]].]=];
Combat=35;
RangedCombat=22;
Cost=375;
Moves=8;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_DESTROYER";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_RESERVE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_COMBUSTION";
AdvancedStartCost=60;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_DESTROYER";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=67;
PortraitIndex=20;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_IRONCLAD={
Description=[=[Ironclad]=];
Civilopedia=[=[Although visionaries had been dreaming of machine-powered armored vessels as far back as Leonardo da Vinci, ironclads first saw widespread use in the American Civil War in the mid 19th century. The first true ironclad battle was in the American Civil War in 1862, between the Union's Monitor and the Confederacy's Virginia (also known as the "Merrimac"). The battle raged on for four hours, with both vessels' cannon hammering away at each other to little effect, and the fight pretty much ended in a draw. However, the effect of the battle on the world was profound. In a single morning of inconclusive fighting these ponderous and clumsy vessels - able to move against the wind and mostly impervious to the cannon of the day - made every nation's navy obsolete.]=];
Strategy=[=[[[Ironclads (Civ5)|Ironclads]] are the first steam-powered warships available. They are harder to kill than any [[sailing (Civ5)|sailing]] vessel, and their [[Ranged (Civ5)|Ranged]] [[Combat strength (Civ5)|Combat strength]] is higher. However [[Ironclads (Civ5)|Ironclads]] cannot enter deep [[ocean (Civ5)|ocean]] hexes. Use them primarily for in-shore [[defense (Civ5)|defense]].]=];
Help=[=[More powerful than [[Frigates (Civ5)|Frigates]], these [[Units (Civ5)|Units]] pay for their [[strength (Civ5)|strength]] by being slower and unable to enter [[ocean (Civ5)|ocean]] tiles.]=];
Combat=35;
RangedCombat=18;
Cost=270;
Moves=4;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_IRONCLAD";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_RESERVE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_STEAM_POWER";
ObsoleteTech="TECH_TELEGRAPH";
AdvancedStartCost=50;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_IRONCLAD";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=53;
PortraitIndex=10;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_FRIGATE={
Description=[=[Frigate]=];
Civilopedia=[=[During the "Age of Sail," a frigate was a warship that was smaller than the three-decked "ships of the line" which formed the core of a navy's fighting vessels, but was still large enough to pack a considerable amount of firepower. Frigates were three-masted ships with their guns mounted on a single deck (a ship of the line might have two or even three decks of guns). Depending upon its size, a frigate might carry 25-50 guns. Frigates generally served as escort and patrol vessels, as well as pirate-hunters. During the War of 1812 the United States deployed so-called "super frigates" which carried up to 90 guns. One such vessel, the USS Constitution still survives; she is the oldest commissioned frigate still afloat.]=];
Strategy=[=[The [[Frigate (Civ5)|Frigate]] is the first [[naval unit (Civ5)|naval unit]] since the [[Caravel (Civ5)|Caravel]]. It is slightly slower than the Caravel, but its [[Combat (Civ5)|Combat]] and [[Ranged (Civ5)|Ranged]] [[Combat strengths (Civ5)|Combat strengths]] are more than twice as large as the older naval [[unit (Civ5)|unit]]. The Frigate can clear the seas of any Caravels, [[Triremes (Civ5)|Triremes]], and [[Barbarian (Civ5)|Barbarian]] units still afloat.]=];
Help=[=[Powerful [[Renaissance Era (Civ5)|Renaissance Era]] [[naval Unit (Civ5)|naval Unit]] used to wrest control of the seas.]=];
Combat=30;
RangedCombat=15;
Cost=185;
Moves=5;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_FRIGATE";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_RESERVE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_NAVIGATION";
ObsoleteTech="TECH_COMBUSTION";
HurryCostModifier=20;
AdvancedStartCost=50;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_FRIGATE";
ShowInPedia=true;
MoveRate="WOODEN_BOAT";
UnitFlagIconOffset=51;
PortraitIndex=8;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ENGLISH_SHIPOFTHELINE={
Description=[=[Ship of the Line]=];
Civilopedia=[=[Ships of the line are the largest and most powerful sailing vessels ever built. They formed the backbone of Europe's great navies from the 17th to the mid 19th centuries. Ships of the line were named for the classic formation that these ships fought in. In battle, each side's ships would approach the enemy in a line, and as the opposing ships passed, each would let off a thundering broadside of cannon fire, doing horrific damage to the vessels and to those aboard her. Victory usually went to the side with the most cannon and the best-trained sailors. The English were masters at this form of warfare, and their ships of the line dominated the world's oceans for more than a century.]=];
Strategy=[=[The [[Ship of the Line (Civ5)|Ship of the Line]] is the [[English (Civ5)|English]] unique [[unit (Civ5)|unit]], replacing the [[Frigate (Civ5)|Frigate]]. The [[Ship (Civ5)|Ship]] of the Line has a slightly higher [[Ranged (Civ5)|Ranged]] [[Combat strength (Civ5)|Combat strength]] than the Frigate, and it's slightly cheaper to produce. It can see one hex farther than the Frigate, allowing it to spot enemies in a significantly larger section of [[ocean (Civ5)|ocean]].]=];
Help=[=[Powerful [[Renaissance Era (Civ5)|Renaissance Era]] [[Naval Unit (Civ5)|Naval Unit]] used to wrest control of the seas. Only the [[English (Civ5)|English]] may build it.]=];
Combat=30;
RangedCombat=17;
Cost=170;
Moves=5;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_FRIGATE";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_RESERVE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_NAVIGATION";
ObsoleteTech="TECH_ELECTRICITY";
HurryCostModifier=20;
AdvancedStartCost=50;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_ENGLISH_SHIPOFTHELINE";
ShowInPedia=true;
MoveRate="WOODEN_BOAT";
UnitFlagIconOffset=52;
PortraitIndex=9;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CARAVEL={
Description=[=[Caravel]=];
Civilopedia=[=[The caravel was a small, seagoing vessel used in the 15th century to explore the world. Originally created at the order of Prince Henry the Navigator of Portugal, other nations were quick to spot the caravel's qualities and created their own copies of the useful craft. Usually of some 20 to 30 yards in length and sporting two or three lateen-rigged masts, caravels were light and shallow-drafted, making them perfect for exploration of unknown coasts and rivers, boldly going where bigger craft feared to sail. They were also remarkably seaworthy ships and could survive the worst that the Atlantic could throw at them. Two of Christopher Columbus's three vessels - the Pinta and the Niña - were caravels (the larger Santa María was a carrack).]=];
Strategy=[=[The [[Caravel (Civ5)|Caravel]] is a significant upgrade to a [[civilization (Civ5)|civilization]]'s naval power. A [[Ranged unit (Civ5)|Ranged unit]], it is stronger and faster than a [[Trireme (Civ5)|Trireme]], and it can enter Deep [[Ocean (Civ5)|Ocean]] hexes. The Caravel has a huge [[sight (Civ5)|sight]] radius, making it the eyes and ears of the mid-game navy. This sight bonus is lost if the Caravel is upgraded to a [[Destroyer (Civ5)|Destroyer]].]=];
Help=[=[Fast Renaissance exploration [[Unit (Civ5)|Unit]] with a large [[sight (Civ5)|sight]] radius.]=];
Combat=15;
RangedCombat=7;
Cost=120;
Moves=6;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CARAVEL";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_EXPLORE_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_ASTRONOMY";
ObsoleteTech="TECH_COMBUSTION";
HurryCostModifier=30;
AdvancedStartCost=50;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_CARAVEL";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=42;
PortraitIndex=43;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_TRIREME={
Description=[=[Trireme]=];
Civilopedia=[=[The trireme was a warship used by ancient navies in the Mediterranean. Although equipped with a sail, under combat it was powered by three rows of oars. When powered by trained and motivated oarsmen, it was surprisingly quick and agile. Triremes were generally equipped with a sharp beak (ram) at the prow, and the primary tactic was to attempt to ram and sink the enemy ship. Some triremes also carried archers for ranged combat, while others carried lots of infantry. Those vessels would come alongside an enemy ship and the infantry would board and attempt to capture her. Triremes remained important military vessels until they were made obsolete by cannon and advances in ship construction and sail-rigging.]=];
Strategy=[=[The [[Trireme (Civ5)|Trireme]] is the first [[naval unit (Civ5)|naval unit]] available to [[civilizations (Civ5)|civilizations]] in the game. It is a [[ranged unit (Civ5)|ranged unit]] with a modest [[Ranged (Civ5)|Ranged]] [[Combat Strength (Civ5)|Combat Strength]]. It cannot initiate melee [[combat (Civ5)|combat]]. The Trireme is useful for clearing [[barbarian (Civ5)|barbarian]] [[ships (Civ5)|ships]] out of home [[waters (Civ5)|waters]] and for limited exploration (it cannot enter Deep [[Ocean (Civ5)|Ocean]] hexes outside of the [[city (Civ5)|city]] borders unless it is from Polynesia).]=];
Help=[=[[[Ancient Era (Civ5)|Ancient Era]] [[Naval Unit (Civ5)|Naval Unit]] used to wrest control of the seas.]=];
Combat=6;
RangedCombat=4;
Cost=56;
Moves=4;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_TRIREME";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_ATTACK_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_SAILING";
ObsoleteTech="TECH_NAVIGATION";
AdvancedStartCost=30;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_TRIREME";
ShowInPedia=true;
MoveRate="WOODEN_BOAT";
UnitFlagIconOffset=24;
PortraitIndex=24;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MECH={
Description=[=[Giant Death Robot]=];
Civilopedia=[=[The "mech" is a giant bipedal mechanical robot armed with a variety of missiles, Gatling gun arms, laser-beam eyes and a deadly kung-fu punch. Although not currently found on the modern battlefield, no doubt across the world governments and evil corporations are secretly developing these metal behemoths even as we speak. When these mechs come into service, all of the world's other weaponry will become obsolete, and humanity's fate will be decided by a climactic battle between armies of good and evil mechs in the streets of downtown Tokyo. (Assuming that the giant radioactive monsters don't get us first.)]=];
Strategy=[=[The "mech" is a [[Modern Armor (Civ5)|Modern Armor]] [[unit (Civ5)|unit]] on steroids. It has a shockingly high [[Combat Strength (Civ5)|Combat Strength]], allowing it to stomp virtually any unit it meets into paste. It can also move after attacking. The GDR doesn't benefit from any defensive [[terrain (Civ5)|terrain]] bonuses, but frankly, who cares? It's really cool!]=];
Help=[=[Doesn't benefit from any defensive [[terrain (Civ5)|terrain]] bonuses, but is otherwise stronger than any other military [[unit (Civ5)|unit]] in the game.]=];
Combat=150;
Cost=425;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_MECH";
CombatClass="UNITCOMBAT_ARMOR";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_NUCLEAR_FUSION";
AdvancedStartCost=80;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_MECH";
ShowInPedia=true;
MoveRate="ROBOT";
UnitFlagIconOffset=83;
PortraitIndex=36;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_NUCLEAR_MISSILE={
Description=[=[Nuclear Missile]=];
Civilopedia=[=[Nuclear missiles carry one or more warheads containing hydrogen bombs, each capable of destroying a city. Capable of carrying their deadly payload halfway around the world, nuclear missiles are the single deadliest and most terrible weapons ever created. At present there are no practical defenses against nuclear missiles: once launched, barring a miracle, the target city is dead. In addition to the immediate destruction caused by the huge explosion, nuclear explosions poison the land, sea and air for generations to come. Errant wind can carry the deadly nuclear fallout for miles, poisoning the land and killing people across a continent. It is fairly insane to use them on an enemy that one shares a planet with, unless it is to forestall that enemy from using them on oneself.]=];
Strategy=[=[The [[Nuclear Missile (Civ5)|Nuclear Missile]] is an upgraded, more powerful [[Atomic Bomb (Civ5)|Atomic Bomb]]. The Nuclear [[Missile (Civ5)|Missile]] can be based in any [[city (Civ5)|city]] you own or aboard a [[Nuclear Submarine (Civ5)|Nuclear Submarine]] or [[Missile Cruiser (Civ5)|Missile Cruiser]]. It can move from base to base or attack a target within its [[range (Civ5)|range]] of "12." When it detonates, a Nuclear Missile will damage (and possibly destroy) [[cities (Civ5)|cities]] and destroy all [[units (Civ5)|units]] within its blast radius of 2 tiles. It is automatically destroyed when it attacks. See the rules on Nuclear Weapons for more details.]=];
Help=[=[Unleash nuclear destruction upon your foes. Does great damage to [[Cities (Civ5)|Cities]] and damages any [[Unit (Civ5)|Unit]] caught in the blast radius.
Requires [[Manhattan Project (Civ5)|Manhattan Project]] and two [[Uranium (Civ5)|Uranium]] [[resources (Civ5)|resources]].]=];
Cost=1000;
Moves=2;
Immobile=true;
Range=12;
BaseSightRange=2;
Class="UNITCLASS_NUCLEAR_MISSILE";
Special="SPECIALUNIT_MISSILE";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_ICBM";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
Suicide=true;
PrereqTech="TECH_ADVANCED_BALLISTICS";
AdvancedStartCost=80;
MinAreaSize=-1;
NukeDamageLevel=2;
RangedCombatLimit=100;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_NUCLEAR_MISSILE";
ProjectPrereq="PROJECT_MANHATTAN_PROJECT";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=82;
PortraitIndex=35;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_STEALTH_BOMBER={
Description=[=[Stealth Bomber]=];
Civilopedia=[=[As anti-aircraft missile technology has evolved, so has the design of strategic and tactical bombers. One way to avoid being shot down by an enemy is to remain invisible to the enemy's radar and other tracking devices. The modern stealth bomber is built of strong composite materials specially coated with anti-radar materials and is shaped as to deflect enemy radar. Stealth bombers can carry nuclear or standard bombs. While quite effective, stealth bombers are also staggeringly expensive, with each American B-2 stealth bomber costing approximately one billion US dollars, more than enough to break the bank of nearly any non-super power in the world.]=];
Strategy=[=[The [[Stealth Bomber (Civ5)|Stealth Bomber]] is an upgraded [[bomber (Civ5)|bomber]], possessing increased [[range (Civ5)|range]], a greater [[Ranged (Civ5)|Ranged]] [[Combat Strength (Civ5)|Combat Strength]], and an increased ability to avoid enemy anti-[[aircraft (Civ5)|aircraft]] and [[fighters (Civ5)|fighters]]. The [[Stealth (Civ5)|Stealth]] Bomber has the "air recon" ability, which means that everything within 6 tiles of its starting location is visible at the beginning of the turn. Note that Stealth Bombers cannot be transported aboard [[Carriers (Civ5)|Carriers]]. See the rules on Aircraft for more information.]=];
Help=[=[A long-[[range (Civ5)|range]] [[Air Unit (Civ5)|Air Unit]] that rains death from above onto enemy [[Units (Civ5)|Units]] and [[Cities (Civ5)|Cities]].]=];
RangedCombat=80;
Cost=425;
Moves=2;
Immobile=true;
Range=20;
BaseSightRange=2;
Class="UNITCLASS_STEALTH_BOMBER";
Special="SPECIALUNIT_STEALTH";
CombatClass="UNITCOMBAT_BOMBER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_ATTACK_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_STEALTH";
AdvancedStartCost=70;
MinAreaSize=-1;
AirUnitCap=1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueAttack=3;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_STEALTH_BOMBER";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=79;
PortraitIndex=37;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_JET_FIGHTER={
Description=[=[Jet Fighter]=];
Civilopedia=[=[The jet fighter is extremely similar in role to its ancestor, the World War II propeller-driven fighter, but there are huge differences in the planes' power, armament, weaponry, and computer and communications equipment. The best World War II aircraft could fly at best 400 miles per hour, while a modern jet fighter can fly three times that fast. A World War II aircraft could carry one or two machine guns and possibly one or two bombs. A modern fighter can carry a 20mm Gatling gun, 10 or so air-to-air missiles, and dozens of different rockets. The vehicle is equipped with sophisticated computers, radar, and communications equipment far exceeding anything available anywhere before in history. Like other aircraft, jet fighters are vulnerable to surface-to-air missiles, but their largest threat comes from enemy fighters. Whichever side achieves air superiority will gain a nearly unbeatable advantage in combat.]=];
Strategy=[=[The [[Jet Fighter (Civ5)|Jet Fighter]] is a powerful [[air unit (Civ5)|air unit]]. It can be based in any [[city (Civ5)|city]] you own or aboard an [[aircraft (Civ5)|aircraft]] [[carrier (Civ5)|carrier]]. It can move from base to base and can perform "missions" within its [[range (Civ5)|range]] of "10". Use Jet [[Fighters (Civ5)|Fighters]] to attack enemy aircraft and ground [[units (Civ5)|units]], to [[scout (Civ5)|scout]] enemy positions, and to defend against enemy air attacks. Jet Fighters are especially effective against enemy helicopters. The Jet Fighter has the "air recon" ability, which means that everything within 6 tiles of its starting location is visible at the beginning of the turn. See the rules on Aircraft for more information.]=];
Help=[=[[[Air Unit (Civ5)|Air Unit]] designed to wrest control of the skies and intercept incoming enemy [[aircraft (Civ5)|aircraft]].]=];
RangedCombat=60;
Cost=425;
Moves=2;
Immobile=true;
Range=10;
BaseSightRange=2;
Class="UNITCLASS_JET_FIGHTER";
Special="SPECIALUNIT_FIGHTER";
CombatClass="UNITCOMBAT_FIGHTER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_DEFENSE_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_LASERS";
AdvancedStartCost=70;
MinAreaSize=-1;
AirUnitCap=1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueAttack=3;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_JET_FIGHTER";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=78;
PortraitIndex=31;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GUIDED_MISSILE={
Description=[=[Guided Missile]=];
Civilopedia=[=[There are a number of advanced guided missile tracking technologies available to the modern missile designer. Some missiles are automatic, homing in on their targets using radar or heat-seeking technology. Some missiles can "see" a laser which "illuminates" the enemy. Others are directed by a human hand, connected to the missile by radio or even wire. Naturally, as weapons have gotten "smarter" they've also gotten more expensive, with a single guided missile potentially costing tens of thousands of dollars, or even more. An army that uses such weapons with careless abandon may find itself short of funds for other important things - food, for example.]=];
Strategy=[=[The [[Guided Missile (Civ5)|Guided Missile]] is a one-shot [[unit (Civ5)|unit]] which is destroyed when it attacks an enemy target. The Guided [[Missile (Civ5)|Missile]] may be based in a player-owned friendly [[city (Civ5)|city]] or aboard a [[nuclear submarine (Civ5)|nuclear submarine]] or [[missile cruiser (Civ5)|missile cruiser]]. They may move from base to base or attack an enemy unit or city with their [[range (Civ5)|range]] of "8". See the rules on Missiles for more information.]=];
Help=[=[A cheap [[Unit (Civ5)|Unit]] that may be used once to damage enemy Units or [[Cities (Civ5)|Cities]].]=];
RangedCombat=60;
Cost=150;
Moves=2;
Immobile=true;
Range=8;
BaseSightRange=2;
Class="UNITCLASS_GUIDED_MISSILE";
Special="SPECIALUNIT_MISSILE";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_MISSILE_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
Suicide=true;
PrereqTech="TECH_SATELLITES";
AdvancedStartCost=40;
MinAreaSize=-1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueDefense=2;
NoMaintenance=true;
UnitArtInfo="ART_DEF_UNIT_GUIDED_MISSILE";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=77;
PortraitIndex=30;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MODERN_ARMOR={
Description=[=[Modern Armor]=];
Civilopedia=[=[Modern armor is significantly improved over even the best tanks of World War II. Today's tanks are bigger, faster, have far better armor and weapons, and, perhaps most importantly, are provided with sophisticated computers and communications equipment which greatly improves their power and survivability in the deadly modern battlefield. A modern tank can scream across the battlefield at 40 miles per hour while firing away with pinpoint accuracy at a target hundreds of yards away, a targeting computer minutely adjusting the tank's barrel, compensating for each bump or pothole in the road.
On the modern battlefield, the largest threats to modern armor come from enemy armor and artillery, enemy fighters, and helicopter gunships. Infantry rarely carry weapons strong enough to destroy enemy tanks - except of course, for their radios, which they can use to call in artillery or air power.]=];
Strategy=[=[[[Modern Armor (Civ5)|Modern Armor]] is just like its predecessor, the [[Tank (Civ5)|Tank]], only more-so. Modern Armor is much stronger than the Tank [[unit (Civ5)|unit]], although it still suffers the Tank's penalty when attacking [[cities (Civ5)|cities]]. Modern Armor can continue to move after [[combat (Civ5)|combat]].]=];
Help=[=[Fast and powerful late-game [[Unit (Civ5)|Unit]]. Receives a penalty when attacking [[Cities (Civ5)|Cities]] and on [[defense (Civ5)|defense]], but is incredibly effective in open ground.]=];
Combat=80;
Cost=425;
Moves=5;
BaseSightRange=2;
Class="UNITCLASS_MODERN_ARMOR";
CombatClass="UNITCOMBAT_ARMOR";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_LASERS";
AdvancedStartCost=70;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_MODERN_ARMOR";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=74;
PortraitIndex=27;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_HELICOPTER_GUNSHIP={
Description=[=[Helicopter Gunship]=];
Civilopedia=[=[Helicopters saw limited use as transport vehicles in World War II and the Korean war. During the Vietnam war the US Army decided to create a more heavily armed and armored chopper designed specifically for combat. Since that period, the helicopter gunship has evolved primarily into a tank-killing machine. Able to fly extremely close to the ground, "pop up" for a quick shot and then scoot away at low levels before the enemy armor could respond, helicopters were almost unstoppable except by air power until the creation of handheld "suitcase" surface-to-air missiles like the ones the Mujahidin used against the Soviet choppers in Afghanistan. Modern combat helicopters perform other functions, like close air support for infantry units or rapid transport for special ops teams, but their primary mission remains killing tanks.]=];
Strategy=[=[The [[Helicopter Gunship (Civ5)|Helicopter Gunship]] is a deadly [[air unit (Civ5)|air unit]] that in most respects acts like any ground [[unit (Civ5)|unit]], except that it cannot capture [[cities (Civ5)|cities]]. Its [[movement (Civ5)|movement]] of 6 makes it extremely [[quick (Civ5)|quick]], and it can move over all [[terrain (Civ5)|terrain]] types including [[mountains (Civ5)|mountains]] as if they were clear, but it must [[embark (Civ5)|embark]] to cross [[water (Civ5)|water]]. Gunships receive a hefty [[combat (Civ5)|combat]] bonus when fighting [[tanks (Civ5)|tanks]].]=];
Help=[=[[[Unit (Civ5)|Unit]] specialized in fighting [[Modern Armor (Civ5)|Modern Armor]] and [[Tanks (Civ5)|Tanks]]. It is capable of hovering over [[mountains (Civ5)|mountains]].]=];
Combat=50;
Cost=425;
Moves=6;
BaseSightRange=2;
Class="UNITCLASS_HELICOPTER_GUNSHIP";
CombatClass="UNITCOMBAT_HELICOPTER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_ROCKETRY";
AdvancedStartCost=60;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_HELICOPTER_GUNSHIP";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=75;
PortraitIndex=28;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MOBILE_SAM={
Description=[=[Mobile SAM]=];
Civilopedia=[=[As helicopters developed into more efficient killing machines, the infantry in turn developed weapons designed to combat the growing menace - not to mention the danger posed by jet fighters. Modern "SAMs" (surface-to-air missiles) are fast, light, and contain radar, allowing them to "lock on" to enemy aircraft and fly into them, exploding violently and doing all sorts of probably lethal damage to the fragile planes and choppers. In response more stealthy vehicles have been created and also better missile-jamming technology has been employed. Still, SAM launchers make it hot indeed for enemy aircraft, providing good protection to fellow ground-pounders from the airborne menace.]=];
Strategy=[=[[[Mobile SAM (Civ5)|Mobile SAM]] (surface-to-air) [[units (Civ5)|units]] provide an advancing army with anti-air [[defense (Civ5)|defense]]. Mobile SAM units can intercept and shoot at enemy [[aircraft (Civ5)|aircraft]] bombing targets within 2 hexes (but only one unit per turn). These units are fairly vulnerable to non-air attack and should be accompanied by [[infantry (Civ5)|infantry]] or armor.]=];
Help=[=[Will intercept enemy [[aircraft (Civ5)|aircraft]] which try to bomb nearby [[Units (Civ5)|Units]].]=];
Combat=40;
Cost=425;
Moves=4;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_MOBILE_SAM";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_COMPUTERS";
AdvancedStartCost=50;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_MOBILE_SAM";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=76;
PortraitIndex=29;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ROCKET_ARTILLERY={
Description=[=[Rocket Artillery]=];
Civilopedia=[=[Throughout most of history, artillery have used chemical explosives to propel inert shells toward their targets. Rocket artillery, on the other hand, shoots rocket shells that provide their own propellant. This allows for artillery tubes that are much smaller and lighter than traditional artillery, making for fast, mobile artillery vehicles that still pack a serious wallop. The more advanced artillery systems may contain guidance systems, allowing the projectiles to correct their course in mid-flight.]=];
Strategy=[=[[[Rocket Artillery (Civ5)|Rocket Artillery]] is an extremely powerful siege weapon, far superior to the [[standard (Civ5)|standard]] [[artillery (Civ5)|artillery]]. Rocket Artillery does not need to set up before firing, making it much [[quicker (Civ5)|quicker]] than earlier guns. Although the Rocket Artillery's [[sight (Civ5)|sight]] [[range (Civ5)|range]] is limited, it can use indirect fire to attack targets it cannot see (as long as other friendly [[units (Civ5)|units]] can see them). Like all artillery it is vulnerable to [[infantry (Civ5)|infantry]] or armor attack, and should be defended by appropriate units.]=];
Help=[=[Fast [[Siege Unit (Civ5)|Siege Unit]] of the late-game. Unlike other Siege [[Units (Civ5)|Units]], it does not need to set up prior to firing.]=];
Combat=23;
RangedCombat=46;
Cost=425;
Moves=3;
Range=3;
BaseSightRange=2;
Class="UNITCLASS_ROCKET_ARTILLERY";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_CITY_BOMBARD";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_ROCKETRY";
AdvancedStartCost=60;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_ROCKET_ARTILLERY";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=72;
PortraitIndex=25;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MECHANIZED_INFANTRY={
Description=[=[Mechanized Infantry]=];
Civilopedia=[=[As the speed of battle has risen, with the advent of armored vehicles, artillery and of course air power, modern infantry too has had to get faster and more maneuverable. Most modern infantry units are now "mechanized," moving about the battlefield on armored personnel carriers. These vehicles are usually equipped with one or more heavy machine guns and grenade launchers. They are not tough enough to stand up to modern armor, but they do provide protection from bullets and shrapnel and other battlefield menaces to those inside. Depending upon the situation the soldiers can fight from inside the vehicle or dismount and proceed on foot, in the traditional manner of infantry soldiers since the dawn of warfare.]=];
Strategy=[=[[[Mechanized Infantry (Civ5)|Mechanized Infantry]] are stronger and faster than regular [[Infantry (Civ5)|Infantry]]. Although fast, Mech Infantry cannot move after [[combat (Civ5)|combat]] like [[Tanks (Civ5)|Tanks]]; their primary responsibility is, as always, to take and hold the ground.]=];
Help=[=[Fast, basic [[Unit (Civ5)|Unit]] of the late-game that requires no special [[resources (Civ5)|resources]] to build.]=];
Combat=50;
Cost=375;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_MECHANIZED_INFANTRY";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_DEFENSE";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_ELECTRONICS";
AdvancedStartCost=50;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=7;
UnitArtInfo="ART_DEF_UNIT_MECHANIZED_INFANTRY";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=73;
PortraitIndex=26;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ATOMIC_BOMB={
Description=[=[Atomic Bomb]=];
Civilopedia=[=[The early atomic bombers were no different from other heavy bombers, except of course for their payload. The "Enola Gay," which carried the atomic bomb to Hiroshima on August 6, 1945, was an American B-29 bomber, as was the "Bockscar" which dropped the second on Nagasaki three days later. In the period since the war the nuclear powers developed special "strategic bombers" to carry the nuclear weapons deep into enemy territory. These craft can fly a very long range at very high altitudes and are equipped with sophisticated jamming and anti-missile technology. The latest strategic bombers include stealth technology, making them even harder to destroy before they can drop their deadly payloads.]=];
Strategy=[=[An [[Atomic Bomb (Civ5)|Atomic Bomb]] is an extremely powerful [[unit (Civ5)|unit]]. The Atomic Bomb can be based in a player-owned [[city (Civ5)|city]] or aboard a [[carrier (Civ5)|carrier]]. It can move from base to base or attack a target within its [[range (Civ5)|range]] of 10 tiles. When it detonates, an Atomic Bomb will damage or possibly destroy units, and [[cities (Civ5)|cities]] will be severely damaged, within its blast radius of 2 tiles. It is automatically destroyed when it attacks. See the rules on Nuclear Weapons for more details.]=];
Help=[=[Unleash nuclear destruction upon your foes. Does great damage to [[Cities (Civ5)|Cities]] and damages any [[Unit (Civ5)|Unit]] caught in the blast radius. May be stationed on [[Aircraft (Civ5)|Aircraft]] [[Carriers (Civ5)|Carriers]].
Requires [[Manhattan Project (Civ5)|Manhattan Project]] and a [[Uranium (Civ5)|Uranium]] [[resource (Civ5)|resource]].]=];
Cost=600;
Moves=2;
Immobile=true;
Range=10;
BaseSightRange=2;
Class="UNITCLASS_ATOMIC_BOMB";
Special="SPECIALUNIT_FIGHTER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_ICBM";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
Suicide=true;
PrereqTech="TECH_NUCLEAR_FISSION";
AdvancedStartCost=60;
MinAreaSize=-1;
NukeDamageLevel=1;
RangedCombatLimit=100;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_ATOMIC_BOMB";
ProjectPrereq="PROJECT_MANHATTAN_PROJECT";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=71;
PortraitIndex=24;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_BOMBER={
Description=[=[Bomber]=];
Civilopedia=[=[A bomber is an aircraft designed to rain destruction down upon enemy troops, armor, and infrastructure. Bombers generally have very long range, allowing them to fly deep into enemy territory to drop their deadly loads. While they may possess machine guns or other close combat weaponry, bombers are basically helpless against enemy fighter aircraft and require an escort of friendly fighters to protect them against hostile airpower.
All major powers used bombers in World War II. The German "blitz" sought to destroy British industries (not to mention London and other cities) from the air, and the Allied bombers reciprocated, dropping massive tons of explosives on German cities, factories, railroads, and other infrastructure. In the Pacific Japanese bombers attacked Allied cities and military facilities, the assault on Pearl Harbor being a notable success. As they gained air dominance the Allied air forces wrecked havoc on Japanese cities and armed forces. Bombers (and their cousins the ballistic missiles) are still the deadliest weapons in modern arsenals.]=];
Strategy=[=[The [[Bomber (Civ5)|Bomber]] is an [[air unit (Civ5)|air unit]]. It is effective against ground targets, less so against naval targets, and it's quite vulnerable to enemy [[aircraft (Civ5)|aircraft]]. The Bomber can be based on a player-owned [[city (Civ5)|city]] or aboard a [[carrier (Civ5)|carrier]]. It can move from base to base and perform missions within its [[range (Civ5)|range]] of "10." Use Bombers to attack enemy [[units (Civ5)|units]] and [[cities (Civ5)|cities]]. When possible, send in [[fighters (Civ5)|fighters]] first to "use up" the enemy's anti-aircraft [[defenses (Civ5)|defenses]] for that turn. See the rules on Aircraft for more information.]=];
Help=[=[[[Air Unit (Civ5)|Air Unit]] that rains death from above onto enemy [[Units (Civ5)|Units]] and [[Cities (Civ5)|Cities]].]=];
RangedCombat=50;
Cost=375;
Moves=2;
Immobile=true;
Range=10;
BaseSightRange=2;
Class="UNITCLASS_BOMBER";
Special="SPECIALUNIT_FIGHTER";
CombatClass="UNITCOMBAT_BOMBER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_ATTACK_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_RADAR";
AdvancedStartCost=50;
MinAreaSize=-1;
AirUnitCap=1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueAttack=3;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_BOMBER";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=64;
PortraitIndex=18;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_AMERICAN_B17={
Description=[=[B17]=];
Civilopedia=[=[The Boeing B-17 "Flying Fortress" was a heavy bomber aircraft used by the United States Army Air Corps during World War II. Equipped with four engines, numerous gun emplacements and a superior "flight ceiling," the B-17 was the favorite bomber of the US Air Corps, despite its inferior range and bombload to the B24 Liberator, primarily because of its ability to sustain heavy damage and still bring its crew back home alive.
Initially used in risky daylight raids against targets in Germany, the B-17 sustained crippling casualties from the Luftwaffe fighters. As the war progressed and the Allies designed fighters capable of escorting the bombers into enemy territory, the B-17's raids became more successful, doing crippling damage to German industry and cities.
Over 12,000 B-17s were constructed during World War II and approximately a third of them were lost in combat.]=];
Strategy=[=[The [[B17 (Civ5)|B17]] [[Bomber (Civ5)|Bomber]] is an [[American (Civ5)|American]] Unique [[Unit (Civ5)|Unit]], replacing the bomber. It is similar to the bomber, but it is more difficult for enemy anti-[[aircraft (Civ5)|aircraft]] and [[fighters (Civ5)|fighters]] to target. The B17 also receives a bonus when attacking enemy [[cities (Civ5)|cities]]. Like the bomber, the B17's [[range (Civ5)|range]] is 10. See the rules on Aircraft for more details.]=];
Help=[=[[[Air Unit (Civ5)|Air Unit]] that rains death from above onto enemy [[Units (Civ5)|Units]] and [[Cities (Civ5)|Cities]]. Only the [[Americans (Civ5)|Americans]] may build it. This Unit has a chance of evading interception, and does additional damage to Cities [[compared (Civ5)|compared]] to the [[Bomber (Civ5)|Bomber]], which it replaces.]=];
RangedCombat=50;
Cost=375;
Moves=2;
Immobile=true;
Range=10;
BaseSightRange=2;
Class="UNITCLASS_BOMBER";
Special="SPECIALUNIT_FIGHTER";
CombatClass="UNITCOMBAT_BOMBER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_ATTACK_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_RADAR";
AdvancedStartCost=50;
MinAreaSize=-1;
AirUnitCap=1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueAttack=3;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_U_AMERICAN_B17";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=65;
PortraitIndex=42;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_FIGHTER={
Description=[=[Fighter]=];
Civilopedia=[=[Fighter aircraft were developed in World War I. The earliest "fighters" were little more than self-propelled kites with machine guns on them. By World War II both technology and doctrine had greatly improved, making the now single-winged and armored aircraft deadly killing platforms. The primary role of the fighter is to achieve air superiority over the battlefield, killing enemy aircraft or driving them away, allowing friendly bombers to rain destruction on enemy ground or naval forces unimpeded. Some fighter aircraft also carry bombs to be used against ground units, but even those without bombs can still strafe enemy ground or naval units with deadly effect.
Modern jet fighters are faster, better-armed and armored than those from World War II, but the principles of air combat remain, and the force with air superiority has a tremendous advantage over its enemy.]=];
Strategy=[=[The [[Fighter (Civ5)|Fighter]] is a moderately-powerful [[air unit (Civ5)|air unit]]. It can be based in any [[city (Civ5)|city]] you own or aboard an [[aircraft (Civ5)|aircraft]] [[carrier (Civ5)|carrier]]. It can move from city to city (or carrier) and can perform "missions" within its [[range (Civ5)|range]] of 8 tiles. Use fighters to attack enemy aircraft and ground [[units (Civ5)|units]], to [[scout (Civ5)|scout]] enemy positions, and to defend against enemy air attacks. Fighters are especially effective against enemy helicopters. See the rules on Aircraft for more information.]=];
Help=[=[[[Air Unit (Civ5)|Air Unit]] designed to wrest control of the skies and intercept incoming enemy [[aircraft (Civ5)|aircraft]].]=];
RangedCombat=40;
Cost=375;
Moves=2;
Immobile=true;
Range=8;
BaseSightRange=2;
Class="UNITCLASS_FIGHTER";
Special="SPECIALUNIT_FIGHTER";
CombatClass="UNITCOMBAT_FIGHTER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_DEFENSE_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_FLIGHT";
AdvancedStartCost=50;
MinAreaSize=-1;
AirUnitCap=1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueAttack=3;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_FIGHTER";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=62;
PortraitIndex=17;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_JAPANESE_ZERO={
Description=[=[Zero]=];
Civilopedia=[=[The Mitsubishi A6M Zero was the fighter aircraft used by Japan throughout World War II. Designed to fight from an aircraft carrier, at the start of World War II the Zero was the best carrier-based fighter in the world. Combining maneuverability and long range, the Zero was excellent at dog-fighting, easily out-flying the inferior American and British aircraft. As the war progressed the Allied fighters dramatically improved while the Japanese air force suffered from increasing materiel and manpower shortages, and by war's end the Zero was overmatched. But at its height the Zero was a great fighter indeed, dominating the vast Pacific theatre.]=];
Strategy=[=[The [[Zero (Civ5)|Zero]] is the [[Japanese (Civ5)|Japanese]] unique [[unit (Civ5)|unit]], replacing the [[fighter (Civ5)|fighter]]. The Zero is a moderately-powerful [[air unit (Civ5)|air unit]]. It is like the [[standard (Civ5)|standard]] fighter, except that it gets a significant [[combat (Civ5)|combat]] bonus when battling other fighters. It can be based in any [[city (Civ5)|city]] you own or aboard an [[aircraft (Civ5)|aircraft]] [[carrier (Civ5)|carrier]]. It can move from city to city (or carrier) and can perform "missions" within its [[range (Civ5)|range]] of 8 tiles. See the rules on Aircraft for more information.]=];
Help=[=[[[Air Unit (Civ5)|Air Unit]] designed to wrest control of the skies and intercept incoming enemy [[aircraft (Civ5)|aircraft]]. Only the [[Japanese (Civ5)|Japanese]] may build it. This [[Unit (Civ5)|Unit]] has a bonus against other [[Fighters (Civ5)|Fighters]], unlike the Fighter which it replaces.]=];
RangedCombat=40;
Cost=375;
Moves=2;
Immobile=true;
Range=8;
BaseSightRange=2;
Class="UNITCLASS_FIGHTER";
Special="SPECIALUNIT_FIGHTER";
CombatClass="UNITCOMBAT_FIGHTER";
Domain="DOMAIN_AIR";
DefaultUnitAI="UNITAI_DEFENSE_AIR";
MilitarySupport=true;
MilitaryProduction=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_FLIGHT";
AdvancedStartCost=50;
MinAreaSize=-1;
AirUnitCap=1;
NukeDamageLevel=-1;
RangedCombatLimit=100;
XPValueAttack=3;
XPValueDefense=2;
UnitArtInfo="ART_DEF_UNIT_U_JAPANESE_ZERO";
ShowInPedia=true;
MoveRate="AIR_REBASE";
UnitFlagIconOffset=63;
PortraitIndex=40;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_PARATROOPER={
Description=[=[Paratrooper]=];
Civilopedia=[=[Paratroopers are light infantrymen trained to jump into battle from airplanes behind enemy lines. Of necessity lightly-armed and carrying limited ammunition, paratroopers rely heavily on the element of surprise to overwhelm their opponents. They also need to be quickly reinforced by ground units breaking through the enemy lines or they risk annihilation as the enemy regroups and surrounds them.
Paratroopers were used with limited success in World War II, with German paratroops taking part in the invasion of Denmark in 1940. German paratroopers assaulted and captured the island of Crete from the air in 1941, however, the troopers' casualties were so horrific that Adolf Hitler forbid future large-scale airborne assaults. The Allied forces deployed paratroopers with moderate success during the Normandy invasion in 1944, but the huge Market Garden paradrops in the Netherlands and Germany later that same year were far from successful, resulting in heavy casualties to the British, Polish and American paratroopers.
While special forces troops still employ paratroopers, the practice has fallen out of favor in modern armies. Today most airborne troops are carried into battle by helicopters.]=];
Strategy=[=[The [[Paratrooper (Civ5)|Paratrooper]] is a late-game [[infantryman (Civ5)|infantryman]]. It is somewhat weaker than a [[mechanized infantry (Civ5)|mechanized infantry]] [[unit (Civ5)|unit]]; however, it can parachute up to 5 tiles away (when starting in friendly [[territory (Civ5)|territory]]). This allows the paratrooper to literally jump over enemy positions and destroy [[road (Civ5)|road]] networks, pillage vital [[resources (Civ5)|resources]] and so [[forth (Civ5)|forth]], wrecking havoc behind his lines. The Paratrooper is at great risk when on such missions, so make sure the target is worth it!]=];
Help=[=[Strong [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]] capable of paradropping up to 5 tiles from friendly [[territory (Civ5)|territory]]. [[Paratrooper (Civ5)|Paratrooper]] can also move and pillage after paradropping, but cannot enter [[combat (Civ5)|combat]] until the following turn.]=];
Combat=40;
Cost=375;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_PARATROOPER";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_PARADROP";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_RADAR";
AdvancedStartCost=40;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_PARATROOPER";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=59;
PortraitIndex=14;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_TANK={
Description=[=[Tank]=];
Civilopedia=[=[A tank provides the stopping power of artillery with the mobility of cavalry. The first tanks appeared toward the end of World War I, invented to overcome the superiority of defensive warfare at the time: with machineguns, barbed wire and trenches, massed infantry attacks were costly failures, and cavalry charges were total non-starters. Although poorly designed and plagued by engine problems and inexperienced crewmen, the early tanks did show great potential - at least to those paying attention. In World War II, the Germans employed the "blitzkrieg" - lightning-fast assaults headed by fleets of tanks - to extraordinary effect, conquering France and driving the British army right off the continent before their generals could figure out a response to the astonishing new tactic. While tanks remain the most important offensive component of a ground army even today, they have proven to be quite vulnerable to a newer, even faster weapon: the helicopter gunship.]=];
Strategy=[=[The [[Tank (Civ5)|Tank]] is an extremely powerful and mobile [[land unit (Civ5)|land unit]]. It can move after [[combat (Civ5)|combat]], allowing it to blow holes in enemy lines and then move into the now-vacant hexes. The Tank receives a small penalty when attacking enemy [[cities (Civ5)|cities]], so it's often a good idea to spearhead the attack with the Tank and then follow up with [[artillery (Civ5)|artillery]] and [[infantry (Civ5)|infantry]].]=];
Help=[=[Fast and powerful [[Industrial Era (Civ5)|Industrial Era]] [[Unit (Civ5)|Unit]]. Receives a penalty when attacking [[Cities (Civ5)|Cities]] and on [[defense (Civ5)|defense]], but is incredibly effective in open ground.]=];
Combat=50;
Cost=375;
Moves=5;
BaseSightRange=2;
Class="UNITCLASS_TANK";
CombatClass="UNITCOMBAT_ARMOR";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_COMBUSTION";
GoodyHutUpgradeUnitClass="UNITCLASS_MODERN_ARMOR";
AdvancedStartCost=50;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_TANK";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=57;
PortraitIndex=13;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GERMAN_PANZER={
Description=[=[Panzer]=];
Civilopedia=[=[At the start of World War II, the German Panzer tanks were not markedly superior to their French or Russian counterparts - quite the opposite, in fact. The German "Panzers" (tanks) were inferior in firepower and in armor. What the Germans did have, was military geniuses like Heinz Guderian, Panzer Corps commander and one of the architects of the blitzkrieg, or lightning-assault doctrine of concentrated tank warfare. In France, this doctrine was astonishingly successful, as massed armies of tanks blew apart the French tanks, which, though superior in weaponry and armor, were dispersed among the French infantry and had no chance against the massed German firepower. The German panzers had equal success early in the war against the Soviet Union, until the USSR figured out how to create and organize their own tank armies.]=];
Strategy=[=[The [[Panzer (Civ5)|Panzer]] is the [[German (Civ5)|German]] unique [[unit (Civ5)|unit]], replacing the [[tank (Civ5)|tank]]. It is both stronger and faster than the tank. Like the tank the Panzer gets a [[combat (Civ5)|combat]] penalty when attacking [[cities (Civ5)|cities]]. It also can move after combat, allowing it to blow huge holes in enemy lines and then barrel through before the enemy can repair the gap.]=];
Help=[=[Fast and powerful [[Industrial Era (Civ5)|Industrial Era]] [[Unit (Civ5)|Unit]]. Receives a penalty when attacking [[Cities (Civ5)|Cities]] and on [[defense (Civ5)|defense]], but is incredibly effective in open ground.
Only the [[Germans (Civ5)|Germans]] may build it. This Unit has 1 additional [[movement (Civ5)|movement]] [[compared (Civ5)|compared]] to the [[Tank (Civ5)|Tank]], which it replaces.]=];
Combat=60;
Cost=375;
Moves=6;
BaseSightRange=2;
Class="UNITCLASS_TANK";
CombatClass="UNITCOMBAT_ARMOR";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_COMBUSTION";
GoodyHutUpgradeUnitClass="UNITCLASS_MODERN_ARMOR";
AdvancedStartCost=50;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_GERMAN_PANZER";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=58;
PortraitIndex=39;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ARTILLERY={
Description=[=[Artillery]=];
Civilopedia=[=[As technology has advanced, artillery has assumed ever greater importance on the battlefield. The 19th century guns of the Napoleonic and American Civil Wars are gone, having been replaced by ever-larger, more accurate and deadlier weapons as the years have passed. The German 88 mm gun is one of the best and most versatile artillery weapons of the Second World War. Originally designed as an anti-aircraft weapon, the gun proved so successful as an anti-tank weapon that variants were created for just that purpose.]=];
Strategy=[=[[[Artillery (Civ5)|Artillery]] is a deadly siege weapon, more powerful than a [[cannon (Civ5)|cannon]] and with a longer [[range (Civ5)|range]]. Like the cannon it has limited visibility and must set up (1 mp) to attack, but its [[Ranged (Civ5)|Ranged]] [[Combat strength (Civ5)|Combat strength]] is tremendous. Artillery also has the "indirect fire" ability, allowing it to shoot over obstructions at targets it cannot see (as long as other friendly [[units (Civ5)|units]] can see them). Like other siege weapons, Artillery is vulnerable to melee attack.]=];
Help=[=[The first [[Siege Unit (Civ5)|Siege Unit]] in the game capable of firing 3 tiles away. Must set up prior to firing.]=];
Combat=16;
RangedCombat=32;
Cost=320;
Moves=2;
Range=3;
BaseSightRange=2;
Class="UNITCLASS_ARTILLERY";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_CITY_BOMBARD";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
Mechanized=true;
PrereqTech="TECH_DYNAMITE";
GoodyHutUpgradeUnitClass="UNITCLASS_ROCKET_ARTILLERY";
AdvancedStartCost=40;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_ARTILLERY";
ShowInPedia=true;
MoveRate="ARTILLERY";
UnitFlagIconOffset=56;
PortraitIndex=12;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ANTI_AIRCRAFT_GUN={
Description=[=[Anti-Aircraft Gun]=];
Civilopedia=[=[These artillery tubes fire shells up into the air. Upon reaching a pre-set height the shells explode, sending an expanding ball of deadly shrapnel into any nearby aircraft. Anti-Aircraft (or "ack-ack") guns are quite vulnerable to attack from the ground: if left unprotected they can be easily destroyed by any enemy infantry or armed unit.]=];
Strategy=[=[These specialized [[artillery (Civ5)|artillery]] [[units (Civ5)|units]] will automatically attack any [[air unit (Civ5)|air unit]] bombing a target within 2 tiles. (They can only intercept one unit per turn.) They are quite weak in [[combat (Civ5)|combat]] against other ground units and should be defended by stronger units when under threat of ground attack.]=];
Help=[=[Will intercept enemy [[aircraft (Civ5)|aircraft]] which try to bomb nearby [[Units (Civ5)|Units]].]=];
Combat=32;
Cost=375;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_ANTI_AIRCRAFT_GUN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_RADIO";
GoodyHutUpgradeUnitClass="UNITCLASS_MOBILE_SAM";
AdvancedStartCost=35;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=5;
UnitArtInfo="ART_DEF_UNIT_ANTI_AIRCRAFT_GUN";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=61;
PortraitIndex=16;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ANTI_TANK_GUN={
Description=[=[Anti-Tank Gun]=];
Civilopedia=[=[Anti-tank guns are, not surprisingly, artillery units specially designed to destroy enemy tanks. These weapons are of necessity mobile, either self-propelled or easily dragged by truck or other heavy equipment. They fire shells specially designed to penetrate enemy armor. Anti-tank guns are often quite vulnerable to enemy infantry, and thus must be supported by anti-infantry units if the enemy gets too close.]=];
Strategy=[=[The [[Anti-Tank Gun (Civ5)|Anti-Tank Gun]] is a specialized [[combat (Civ5)|combat]] [[unit (Civ5)|unit]] which is quite potent against enemy [[tanks (Civ5)|tanks]], but weak when battling other units. Back them up with tanks of your own and [[artillery (Civ5)|artillery]] for a potent fighting force.]=];
Help=[=[Relatively cheap [[Unit (Civ5)|Unit]] specialized in fighting [[Tanks (Civ5)|Tanks]].]=];
Combat=32;
Cost=270;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_ANTI_TANK_GUN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_REPLACEABLE_PARTS";
GoodyHutUpgradeUnitClass="UNITCLASS_HELICOPTER_GUNSHIP";
AdvancedStartCost=35;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_ANTI_TANK_GUN";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=60;
PortraitIndex=15;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_INFANTRY={
Description=[=[Infantry]=];
Civilopedia=[=[As the 20th century opened, the world experienced two of the deadliest and most destructive wars in human history. It was a time of remarkable advancement in the technology of killing, and as the decades passed ever more deadly ships, planes and land vehicles were introduced. Through it all the infantryman marched into battle, grimly facing every horror that the greatest minds on the planet could conceive of to throw at him.
The infantryman of World War II was typically armed with a semi-automatic rifle similar to the M1 Garand and might carry one or more grenades. His only protective armor was a metal helmet which was mostly ineffective against direct gunfire, providing at best limited protection against shrapnel. The men on all sides were tough and resourceful and they died in the hundreds of thousands fighting for their homes and countries.]=];
Strategy=[=[[[Infantry (Civ5)|Infantry]] is the basic [[Industrial era (Civ5)|Industrial era]] [[combat (Civ5)|combat]] [[unit (Civ5)|unit]]. It's significantly stronger than its predecessor, the [[Rifleman (Civ5)|Rifleman]]. Modern combat is increasingly complex, and on its own an Infantry unit is vulnerable to air, [[artillery (Civ5)|artillery]] and [[tank (Civ5)|tank]] attack. When possible Infantry should be supported by artillery, tanks, and air (or anti-air) units.]=];
Help=[=[Basic [[Infantry (Civ5)|Infantry]] [[Unit (Civ5)|Unit]] of the [[Industrial Era (Civ5)|Industrial Era]].]=];
Combat=36;
Cost=320;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_INFANTRY";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_DEFENSE";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_REPLACEABLE_PARTS";
GoodyHutUpgradeUnitClass="UNITCLASS_MECHANIZED_INFANTRY";
AdvancedStartCost=35;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=6;
UnitArtInfo="ART_DEF_UNIT_INFANTRY";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=54;
PortraitIndex=11;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_FRENCH_FOREIGNLEGION={
Description=[=[Foreign Legion]=];
Civilopedia=[=[Established in 1831, the French Foreign Legion is a unique infantry unit in the French army. The legion was specifically created for foreign nationals who wished to fight for France. Famously courageous, totally indifferent to personal safety, the Foreign Legion have seen service in every French war since their inception. The unit has been highly romanticized - according to popular culture, it is a place where heartbroken men go to forget women and scoundrels go to escape justice. This may or may not be accurate, but whatever the case the Legion is a tough and very effective fighting force.]=];
Strategy=[=[The [[Foreign Legion (Civ5)|Foreign Legion]] is a [[French (Civ5)|French]] unique [[unit (Civ5)|unit]], replacing the [[infantry (Civ5)|infantry]]. It receives a significant [[combat (Civ5)|combat]] bonus when operating outside of home [[territory (Civ5)|territory]], making it an excellent unit to launch against enemy territory.]=];
Help=[=[Basic [[Infantry (Civ5)|Infantry]] [[Unit (Civ5)|Unit]] of the [[Industrial Era (Civ5)|Industrial Era]]. Only the [[French (Civ5)|French]] may build it. This Unit has a [[combat (Civ5)|combat]] bonus outside of friendly [[territory (Civ5)|territory]], unlike the Infantry which it replaces.]=];
Combat=36;
Cost=320;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_INFANTRY";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_DEFENSE";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_REPLACEABLE_PARTS";
GoodyHutUpgradeUnitClass="UNITCLASS_MECHANIZED_INFANTRY";
AdvancedStartCost=35;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=6;
UnitArtInfo="ART_DEF_UNIT_U_FRENCH_FOREIGNLEGION";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=55;
PortraitIndex=38;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CAVALRY={
Description=[=[Cavalry]=];
Civilopedia=[=[By the end of the 19th century, European and American cavalrymen were armed with repeating rifles, small, reliable weapons holding 5-15 rounds which were accurate up to perhaps 500 yards, as well as pistols and swords. Because their equipment was so much lighter than that encumbering earlier lancers and knights, they were much faster and could ride a good deal farther than their predecessors. While the cavalry charge of old might still occur under very favorable conditions, the infantry's increased accuracy and rate of fire made that maneuver extremely dangerous. When facing infantry units the cavalry usually dismounted to fight, with one soldier holding four horses a distance to the rear while his three comrades traded shots with the enemy.]=];
Strategy=[=[The [[Cavalry (Civ5)|Cavalry]] [[mounted units (Civ5)|mounted units]] are devastating against melee, [[ranged (Civ5)|ranged]] and siege weapons, but less effective against other mounted [[units (Civ5)|units]]. Use them to destroy Musketmen and then break through the enemy's lines with their ability to move after attacking. Cavalry are quite vulnerable to the mounted-unit-killing [[Lancer (Civ5)|Lancer]].]=];
Help=[=[[[Mounted Unit (Civ5)|Mounted Unit]] of the [[Renaissance Era (Civ5)|Renaissance Era]], capable of fighting toe-to-toe with contemporary [[infantry (Civ5)|infantry]] [[units (Civ5)|units]]. Weak against other Mounted Units.]=];
Combat=25;
Cost=225;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_CAVALRY";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_MILITARY_SCIENCE";
ObsoleteTech="TECH_COMBUSTION";
GoodyHutUpgradeUnitClass="UNITCLASS_TANK";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_CAVALRY";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=48;
PortraitIndex=5;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_RUSSIAN_COSSACK={
Description=[=[Cossack]=];
Civilopedia=[=[The Cossacks were military communities living in the wilds of the Ukraine and Russia. Originally the term referred specifically to Tatar tribesmen, but by the end of the 15th century it was also used to refer to a number of peasants who had fled from serfdom in Poland, Lithuania and Moscow and had established homes in the wild. Some of the greatest natural horsemen since the Mongols, the Cossacks served in the Russian military in return for special privileges for themselves and their communities. The Russian military employed the Cossack cavalry in all of their major external and internal conflicts right up to the 20th century, and Cossack units fought on both sides during the Russian Civil War. The Cossacks were all but wiped out under Stalinism. Some survivors, however, are attempting to regain their heritage following the collapse of the Soviet Union.]=];
Strategy=[=[The [[Cossack (Civ5)|Cossack]] is a [[Russian (Civ5)|Russian]] unique [[unit (Civ5)|unit]], replacing the [[Cavalry (Civ5)|Cavalry]]. They are the same [[strength (Civ5)|strength]] as Cavalry and can also move after attacking. However, Cossack units get a strong [[combat (Civ5)|combat]] bonus when battling damaged units. This makes Cossacks exceptionally strong at counter-attacking - let the enemy chew up the front-line peasants, then tear the weakened foe apart with a Cossack charge!]=];
Help=[=[[[Mounted Unit (Civ5)|Mounted Unit]] of the [[Renaissance Era (Civ5)|Renaissance Era]], capable of fighting toe-to-toe with contemporary [[infantry (Civ5)|infantry]] [[units (Civ5)|units]]. Weak against other Mounted Units.
Only the [[Russians (Civ5)|Russians]] may build it. This Unit has a [[combat (Civ5)|combat]] bonus when fighting enemies that have already taken damage.]=];
Combat=25;
Cost=225;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_CAVALRY";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_MILITARY_SCIENCE";
ObsoleteTech="TECH_COMBUSTION";
GoodyHutUpgradeUnitClass="UNITCLASS_TANK";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_RUSSIAN_COSSACK";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=49;
PortraitIndex=6;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_RIFLEMAN={
Description=[=[Rifleman]=];
Civilopedia=[=[A rifle is a firearm designed to be fired from the shoulder. The inside of the barrel has "rifled" grooves designed to spin the projectile as it is fired, giving it far greater range and accuracy than an unrifled projectile. The earliest attempts at rifled barrels in Europe occurred in the 15th century, but difficulties in manufacturing kept it from general use until the 19th. British and American skirmishers and scouts were equipped with rifled muskets during the Napoleonic Wars/War of 1812, but the weapons' slower loading time kept them out of the hands of the regular infantry for some years further.
The invention of the "minie ball" greatly speeded up loading time, and by the American Civil War rifled muskets were in use in all major European armies. By the end of the Civil War the rifled musket was rendered obsolete by the breech-loading repeating rifle, which had a firing rate of perhaps a second (as fast as one could cock the lever and pull the trigger), compared to the muzzle-loading rifle's firing rate of perhaps 20 to 30 seconds per shot for a well-trained soldier.]=];
Strategy=[=[The [[Rifleman (Civ5)|Rifleman]] is the [[gunpowder (Civ5)|gunpowder]] [[unit (Civ5)|unit]] following the [[musketman (Civ5)|musketman]]. It is significantly more powerful than the musketman, giving the army with the advanced units a big advantage over civs which have not yet upgraded to the new unit.]=];
Help=[=[Strong, front-line [[land Unit (Civ5)|land Unit]] of the mid-game.]=];
Combat=25;
Cost=225;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_RIFLEMAN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_DEFENSE";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_RIFLING";
ObsoleteTech="TECH_REPLACEABLE_PARTS";
GoodyHutUpgradeUnitClass="UNITCLASS_INFANTRY";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=5;
UnitArtInfo="ART_DEF_UNIT_RIFLEMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=47;
PortraitIndex=4;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_LANCER={
Description=[=[Lancer]=];
Civilopedia=[=[Lancers were the cavalrymen of the Renaissance era. In an era of the increasing use of cannon and other gunpowder-based weaponry speed and maneuverability trumped armor, which was increasingly useless against the modern projectile weapons, so the Lancers abandoned much of the heavy plate mail of their knightly predecessors, retaining only the metal breastplate, if that. Even as weaponry improved, the lance remained a terrifyingly effective weapon in the hands of trained horsemen. As late as the Napoleonic Wars the French believed that the lance was a superior cavalry weapon to the sword. In the 19th century both would be supplanted by the carbine rifle, of course.]=];
Strategy=[=[The [[Lancer (Civ5)|Lancer]] is the Renaissance [[horse (Civ5)|horse]] [[unit (Civ5)|unit]] that comes between the [[Knight (Civ5)|Knight]] and the [[Cavalry (Civ5)|Cavalry]] unit. It's faster and more powerful than the Knight, able to sweep those once-mighty units from the map. The Lancer can even take on the powerful Cavalry unit once it appears. However, the Lancer is strictly an offensive weapon; it gets a [[combat (Civ5)|combat]] penalty when defending.]=];
Help=[=[[[Mounted Unit (Civ5)|Mounted Unit]] designed to be on the attack, and receives a [[combat (Civ5)|combat]] penalty when on [[defense (Civ5)|defense]]. Good for hunting down enemy Mounted [[Units (Civ5)|Units]].]=];
Combat=22;
Cost=185;
Moves=4;
BaseSightRange=2;
Class="UNITCLASS_LANCER";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_METALLURGY";
ObsoleteTech="TECH_COMBUSTION";
GoodyHutUpgradeUnitClass="UNITCLASS_ANTI_TANK_GUN";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_LANCER";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=44;
PortraitIndex=1;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_OTTOMAN_SIPAHI={
Description=[=[Sipahi]=];
Civilopedia=[=[The sipahi were the lancers of the Ottoman Empire. Founded during the reign of Murad I (ruled 1362 - 1389), the sipahi were drawn from the ethnic Turk landed gentry. They were extremely highly-motivated and loyal fighters and were the sultan's personal bodyguard. The sipahi were great rivals of the Janissaries (another special Ottoman unit), who were drawn from both Turkish and non-Turkish soldiers. In fact the sipahi enthusiastically assisted in the violent disbandment of the Janissaries in 1826, following an unsuccessful revolt by the latter group.]=];
Strategy=[=[The [[Sipahi (Civ5)|Sipahi]] is the [[Ottoman (Civ5)|Ottoman]] unique [[unit (Civ5)|unit]], replacing the [[Lancer (Civ5)|Lancer]]. The Sipahi is much faster and can see one hex farther than the Lancer, although it shares the Lancer's weaknesses on [[defense (Civ5)|defense]]. The Sipahi can pillage enemy [[improvements (Civ5)|improvements]] at no additional cost.]=];
Help=[=[[[Mounted Unit (Civ5)|Mounted Unit]] designed to be on the attack, and receives a [[combat (Civ5)|combat]] penalty when on [[defense (Civ5)|defense]]. Good for hunting down enemy Mounted [[Units (Civ5)|Units]]. May only be built by the [[Ottomans (Civ5)|Ottomans]]. This Unit is faster and can see [[further (Civ5)|further]] than the [[Lancer (Civ5)|Lancer]], which it replaces.]=];
Combat=22;
Cost=185;
Moves=5;
BaseSightRange=2;
Class="UNITCLASS_LANCER";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_METALLURGY";
ObsoleteTech="TECH_COMBUSTION";
GoodyHutUpgradeUnitClass="UNITCLASS_ANTI_TANK_GUN";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_OTTOMAN_SIPAHI";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=46;
PortraitIndex=3;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CANNON={
Description=[=[Cannon]=];
Civilopedia=[=[A cannon is a big tubular gun that uses gunpowder or other explosive to send a projectile a long distance at a high rate of speed, originally invented in China in approximately the 12th century AD. The Mongols were early adaptors of the cannon, using them to great effect in China and Korea. It's likely that the Mongols introduced cannon to the Islamic world, and the Europeans learned of it from the Muslims. The earliest cannon were huge, unwieldy, dangerous affairs that often exploded when fired, making them as big a menace to their firers as to their targets. But by the Renaissance the quality of metal casting had advanced enough to create smaller and far more reliable guns that could be pulled into battle by teams of horses or mounted aboard ships.
King Gustavus Adolphus of Sweden revolutionized the use of field artillery, employing large numbers of smaller and lighter pieces that overwhelmed slower and heavier enemy guns. He also pioneered the use of canister shot against infantry, for which foot soldiers everywhere probably cursed his name.]=];
Strategy=[=[The [[Cannon (Civ5)|Cannon]] is an important mid-game [[siege unit (Civ5)|siege unit]], devastating against [[civilizations (Civ5)|civilizations]] which have not yet acquired them. Like other siege [[units (Civ5)|units]], the Cannon must spend 1 mp to set up before it can attack. Cannon remain potent into the [[Industrial era (Civ5)|Industrial era]]. Cannon cannot see as far as other units, and should be protected with melee units.]=];
Help=[=[Powerful [[Renaissance Era (Civ5)|Renaissance Era]] [[Siege Unit (Civ5)|Siege Unit]]. Must set up prior to firing.]=];
Combat=13;
RangedCombat=26;
Cost=185;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CANNON";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_CITY_BOMBARD";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_CHEMISTRY";
ObsoleteTech="TECH_DYNAMITE";
GoodyHutUpgradeUnitClass="UNITCLASS_ARTILLERY";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_CANNON";
ShowInPedia=true;
MoveRate="ARTILLERY";
UnitFlagIconOffset=43;
IconAtlas="UNIT_ATLAS_2";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MUSKETMAN={
Description=[=[Musketman]=];
Civilopedia=[=[The musket is a flintlock, muzzle-loading, long-barreled weapon which is fired from the shoulder. Muskets were lighter and more accurate than the earlier military firearm, the arquebus, and by the 18th century they had supplanted them on most European battlefields. With the addition of a bayonet the musket became a serviceable close-combat weapon as well, rendering the pikeman obsolete. The British army's "Brown Bess" was the archetypical musket, in service from 1722 until 1838; it was used by both sides in the American Revolution.]=];
Strategy=[=[The [[Musketman (Civ5)|Musketman]] is the first [[gunpowder (Civ5)|gunpowder]] [[unit (Civ5)|unit]] in the game, and it replaces all of the older foot-soldier types - Crossbowmen, Longswordsmen, Pikemen, and the like. It is not a [[ranged unit (Civ5)|ranged unit]], however, and cannot attack an enemy that is more than one hex away.]=];
Help=[=[First [[gunpowder (Civ5)|gunpowder]] [[Unit (Civ5)|Unit]] of the game. Fairly cheap and powerful.]=];
Combat=16;
Cost=150;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_MUSKETMAN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_GUNPOWDER";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=4;
UnitArtInfo="ART_DEF_UNIT_MUSKETMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=37;
PortraitIndex=38;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_AMERICAN_MINUTEMAN={
Description=[=[Minuteman]=];
Civilopedia=[=[Seeing service during the American Revolutionary War, the American minutemen were select members of the colonial militia. They were a "rapid response" force, trained to respond quickly to enemy attacks, giving the Regular Army (as well as the rest of the militia) time to react and prepare for battle. Minutemen actually predate the American Revolution: the Massachusetts Bay Colony had certain members of its militia designated as minutemen as early as 1645.]=];
Strategy=[=[The [[Minuteman (Civ5)|Minuteman]] is the [[American (Civ5)|American]] unique [[unit (Civ5)|unit]], replacing the [[Musketman (Civ5)|Musketman]]. The Minuteman can move through difficult [[terrain (Civ5)|terrain]] as though it were clear (all tiles cost 1mp per hex) and receives a bonus when fighting in rough terrain.]=];
Help=[=[One of the first [[gunpowder (Civ5)|gunpowder]] [[units (Civ5)|units]] of the game. Only the [[Americans (Civ5)|Americans]] may build it. This Unit may move through rough ground as though it were flat, unlike the [[Musketman (Civ5)|Musketman]] which it replaces.]=];
Combat=16;
Cost=150;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_MUSKETMAN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_GUNPOWDER";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=4;
UnitArtInfo="ART_DEF_UNIT_U_AMERICAN_MINUTEMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=38;
PortraitIndex=39;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_FRENCH_MUSKETEER={
Description=[=[Musketeer]=];
Civilopedia=[=[Made famous by the swashbuckling tales of Alexandre Dumas, the Musketeers were elite French soldiers armed with sword and musket. Created in 1622 as a "junior unit" in the Royal Guard, the Musketeers were open to the lower ranks of the French aristocracy, while the more prestigious guard units were reserved for the higher classes. The Musketeers had a reputation for fighting spirit and swagger and were much admired in Paris and the country at large. They were disbanded at the end of the eighteenth century.]=];
Strategy=[=[The [[Musketeer (Civ5)|Musketeer]] is the [[French (Civ5)|French]] unique [[unit (Civ5)|unit]], replacing the [[Musketman (Civ5)|Musketman]]. The Musketeer is significantly more powerful than the Musketman, making it the most powerful foot soldier unit in the game (until the introduction of [[Industrial Era (Civ5)|Industrial Era]] [[Infantry (Civ5)|Infantry]] units).]=];
Help=[=[One of the first [[gunpowder (Civ5)|gunpowder]] [[units (Civ5)|units]] of the game. Only the [[French (Civ5)|French]] may build it. This Unit has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] than the [[Musketman (Civ5)|Musketman]], which it replaces.]=];
Combat=20;
Cost=150;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_MUSKETMAN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_GUNPOWDER";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=4;
UnitArtInfo="ART_DEF_UNIT_U_FRENCH_MUSKETEER";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=39;
PortraitIndex=40;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_OTTOMAN_JANISSARY={
Description=[=[Janissary]=];
Civilopedia=[=[Janissaries were members of an elite corps in the army of the Ottoman Empire. Created in the late 14th century, the original Janissaries were Christian youths (often slaves from the Balkans) who were converted to Islam and then drafted into the Ottoman army. The original Janissaries were forced to remain celibate (which might help to explain their ferocious fighting spirit), but this was eventually relaxed. As the years passed, the Janissaries gained huge political influence in the Empire, engineering frequent palace coups in the 17th and 18th centuries. But as their influence grew they became tradition-bound and stubborn, refusing to update their weapons and tactics to keep pace with the rest of the world. In 1826 they were forcibly disbanded and replaced by more modern Ottoman troops.]=];
Strategy=[=[The [[Janissary (Civ5)|Janissary]] is an [[Ottoman (Civ5)|Ottoman]] unique [[unit (Civ5)|unit]], replacing the [[Musketman (Civ5)|Musketman]]. The Janissary receives a significant [[combat (Civ5)|combat]] bonus when on the attack. In addition, the Janissary unit automatically heals all damage when it destroys a non-[[Barbarian (Civ5)|Barbarian]] unit. This can give a Janissary army a crushing advantage against an enemy force on the defensive.]=];
Help=[=[One of the first [[gunpowder (Civ5)|gunpowder]] [[units (Civ5)|units]] of the game. Only the [[Ottomans (Civ5)|Ottomans]] may build it. This Unit is stronger on offense and heals when it kills an enemy, unlike the [[Musketman (Civ5)|Musketman]] which it replaces.]=];
Combat=16;
Cost=150;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_MUSKETMAN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_GUNPOWDER";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=4;
UnitArtInfo="ART_DEF_UNIT_U_OTTOMAN_JANISSARY";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=40;
PortraitIndex=41;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_LONGSWORDSMAN={
Description=[=[Longswordsman]=];
Civilopedia=[=[The longsword was the most versatile weapon of the Medieval/Renaissance battlefield. It was lighter and easier to carry than a pike, and it could be used one or two-handed, making it possible for the swordsman to also carry a shield. In face-to-face combat against pikemen the longswordsmen were at a significant disadvantage, taking many casualties from the longer weapons before they could even get within striking distance. However, longswordsmen units were faster and more maneuverable than pikemen - and if they could hit their opponents in a flank attack, the pikemen were dead meat.]=];
Strategy=[=[The [[Longswordsman (Civ5)|Longswordsman]] is the [[standard (Civ5)|standard]] medieval [[infantry (Civ5)|infantry]] [[combat (Civ5)|combat]] [[unit (Civ5)|unit]]. It is almost as powerful as the [[Knight (Civ5)|Knight]], but much slower. It is more powerful than the [[Pikeman (Civ5)|Pikeman]], but doesn't receive that unit's bonus versus [[mounted units (Civ5)|mounted units]]. Use Longswordsmen and [[Catapults (Civ5)|Catapults]] to attack enemy [[cities (Civ5)|cities]].]=];
Help=[=[Powerful Medieval [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]].]=];
Combat=16;
Cost=120;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_LONGSWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_STEEL";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=3;
UnitArtInfo="ART_DEF_UNIT_LONGSWORDSMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=35;
PortraitIndex=36;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_JAPANESE_SAMURAI={
Description=[=[Samurai]=];
Civilopedia=[=[The Japanese samurai were arguably the best pre-gunpowder warriors since the Roman legions. Emerging in the 12th century, the samurai were a warrior caste sworn to follow the code of Bushido, which held bravery, honor, and loyalty above life itself. Samurai typically carried two swords, the single-edged katana and the shorter wakizashi, the latter used in the "seppuku" (suicide) ritual. These swords were far superior to the equivalent Western longswords, the Japanese weapons-makers having mastered the art of combining high- and low-carbon steel. Some also carried bow or spear, and later, firearms. Depending upon the era (and the samurai's wealth and status) a samurai might wear padded cloth, lacquered, or metal armor.]=];
Strategy=[=[The [[Samurai (Civ5)|Samurai]] are the [[Japanese (Civ5)|Japanese]] unique [[unit (Civ5)|unit]], replacing the [[Longswordsman (Civ5)|Longswordsman]]. As powerful as the [[Swordsman (Civ5)|Swordsman]], the Samurai automatically receives the "Shock I" [[promotion (Civ5)|promotion]], giving it a bonus when fighting in open [[terrain (Civ5)|terrain]]. Success in [[combat (Civ5)|combat]] with a Samurai has an increased chance of generating [[Great Generals (Civ5)|Great Generals]].]=];
Help=[=[Powerful Medieval [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]]. Only the [[Japanese (Civ5)|Japanese]] may build it. This Unit fights more effectively and helps produce [[Great Generals (Civ5)|Great Generals]] more [[quickly (Civ5)|quickly]] than the [[Longswordsman (Civ5)|Longswordsman]], which it replaces.]=];
Combat=16;
Cost=120;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_LONGSWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_STEEL";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=3;
UnitArtInfo="ART_DEF_UNIT_U_JAPANESE_SAMURAI";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=36;
PortraitIndex=37;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_TREBUCHET={
Description=[=[Trebuchet]=];
Civilopedia=[=[The trebuchet is a powerful Medieval siege weapon. First appearing in Europe in the 12th century, the trebuchet could hurl a 300-lb missile into or over the enemy's walls at long distance. The Medieval European version of the trebuchet was a "counterweight" machine. It consisted of a very long wooden arm with a sling on one end and a heavy weight on the other, mounted on a heavy wooden framework. The long arm was winched down, raising the heavy weight, and a missile was placed in the sling. When released, the weight would come down and the arm would whip up into the air, hurling the missile a huge distance. These machines were generally not mobile and required a long process of assembly, limiting their effective use to protracted sieges.]=];
Strategy=[=[A [[Trebuchet (Civ5)|Trebuchet]] is a medieval siege weapon, significantly more powerful than the earlier [[Catapult (Civ5)|Catapult]] [[units (Civ5)|units]]. The Trebuchet must expend 1mp to set up, but once it is in position it can do serious damage to a [[fortified (Civ5)|fortified]] enemy [[city (Civ5)|city]]. Defend your trebuchets with melee and [[ranged units (Civ5)|ranged units]] to keep enemy units from getting too close.]=];
Help=[=[Powerful Medieval [[Siege Unit (Civ5)|Siege Unit]], good at reducing the [[defenses (Civ5)|defenses]] of enemy [[Cities (Civ5)|Cities]]. Must set up prior to firing.]=];
Combat=8;
RangedCombat=16;
Cost=120;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_TREBUCHET";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_CITY_BOMBARD";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_PHYSICS";
ObsoleteTech="TECH_CHEMISTRY";
GoodyHutUpgradeUnitClass="UNITCLASS_CANNON";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_TREBUCHET";
ShowInPedia=true;
MoveRate="ARTILLERY";
UnitFlagIconOffset=41;
PortraitIndex=42;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_KNIGHT={
Description=[=[Knight]=];
Civilopedia=[=[Almost always comprised of a nation's nobility - the only people who could afford the equipment, horses, and extensive training required - knights were the heavy cavalry of the medieval army. During much of the Middle Ages knights dominated the battlefield. Their superior armor provided good protection from arrows and spears, and their great mobility made them able to exploit an enemy's weakness anywhere on the battlefield. It took a great deal of courage to face a knight's charge. A wall of pikemen might be a match for onrushing knights, but only if they had the discipline and guts to stand their ground. If they flinched, they were dead.]=];
Strategy=[=[The [[Knight (Civ5)|Knight]] is a fast and powerful [[unit (Civ5)|unit]], the undisputed king of the medieval battlefield. As a [[mounted unit (Civ5)|mounted unit]] it is vulnerable to Pikemen, but it can crush other opponents with relative ease. The Knight can move after it attacks, allowing it to make holes in the enemy lines and then ride straight through them.]=];
Help=[=[Powerful Medieval [[Mounted Unit (Civ5)|Mounted Unit]], weak to Pikemen.]=];
Combat=18;
Cost=120;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_KNIGHT";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CHIVALRY";
ObsoleteTech="TECH_MILITARY_SCIENCE";
GoodyHutUpgradeUnitClass="UNITCLASS_CAVALRY";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_KNIGHT";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=25;
PortraitIndex=26;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ARABIAN_CAMELARCHER={
Description=[=[Camel Archer]=];
Civilopedia=[=[Some Muslim cavalrymen rode camels into battle. This often had an unsettling effect upon European-bred horses that had not before encountered those unusual beasts. As might be expected, camels are better-suited to desert terrain than are horses. Generally, the camel archer employed hit-and-run tactics against the enemy, more similar to Mongol horse archers than to knights or other heavy cavalry units. A well-trained camel archer unit could be extremely difficult for knights to deal with, if those knights were not protected by archers or their own light cavalry.]=];
Strategy=[=[The [[Camel Archer (Civ5)|Camel Archer]] is the [[Arabian (Civ5)|Arabian]] unique [[unit (Civ5)|unit]], replacing the [[Knight (Civ5)|Knight]]. The Camel [[Archer (Civ5)|Archer]] is a powerful [[ranged (Civ5)|ranged]] attack unit, allowing it to do damage to enemies 2 hexes away. It can move after [[combat (Civ5)|combat]]. The Camel Archer is less powerful than the Knight in melee combat. As a [[mounted unit (Civ5)|mounted unit]], the Camel Archer is vulnerable to Pikemen attack.]=];
Help=[=[Fast Medieval [[ranged Unit (Civ5)|ranged Unit]], weak to Pikemen. Only the [[Arabians (Civ5)|Arabians]] may build it. It is a [[ranged (Civ5)|ranged]] [[unit (Civ5)|unit]], unlike the [[Knight (Civ5)|Knight]] which it replaces.]=];
Combat=10;
RangedCombat=15;
Cost=120;
Moves=3;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_KNIGHT";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CHIVALRY";
ObsoleteTech="TECH_MILITARY_SCIENCE";
GoodyHutUpgradeUnitClass="UNITCLASS_CAVALRY";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_ARABIAN_CAMELARCHER";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=27;
PortraitIndex=28;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SIAMESE_WARELEPHANT={
Description=[=[Naresuan's Elephant]=];
Civilopedia=[=[In Southeast Asia elephants continued to be employed in warfare far into the Middle Ages. In Siam, particularly, war elephants were highly prized, and leaders often fought from atop them. In 1593 a war between Burma and Siam ended in a Siamese victory when Siamese King Naresuan killed Burmese crown prince Minchit Sra in single combat atop elephants.]=];
Strategy=[=[This is the [[Siamese (Civ5)|Siamese]] unique [[unit (Civ5)|unit]], replacing the [[Knight (Civ5)|Knight]]. The [[Naresuan's Elephant (Civ5)|Naresuan's Elephant]] unit is slower than a Knight but it is more powerful. Like the Knight the Naresuan's Elephant can move after attacking. Equipped with spears, the Elephant gets a significant [[combat (Civ5)|combat]] bonus when attacking other [[mounted units (Civ5)|mounted units]].]=];
Help=[=[Powerful Medieval [[Mounted Unit (Civ5)|Mounted Unit]], weak to Pikemen. Only the [[Siamese (Civ5)|Siamese]] may build it. This [[Unit (Civ5)|Unit]] receives a bonus against other mounted Units and has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] than the [[Knight (Civ5)|Knight]], which it replaces.]=];
Combat=22;
Cost=120;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_KNIGHT";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CHIVALRY";
ObsoleteTech="TECH_MILITARY_SCIENCE";
GoodyHutUpgradeUnitClass="UNITCLASS_CAVALRY";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_SIAMESE_WARELEPHANT";
ShowInPedia=true;
MoveRate="PHANT";
UnitFlagIconOffset=28;
PortraitIndex=29;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SONGHAI_MUSLIMCAVALRY={
Description=[=[Mandekalu Cavalry]=];
Civilopedia=[=[Like their northern counterparts, Muslim armies also contained heavy cavalry units, similar in form and function to European knights. Like the Europeans, the Muslim knights too were from the upper reaches of society, possessing the best arms, armor and horses. The armor might be modified to reflect the differences in climate - even the most noble knight would quickly roast if wearing plate armor in a Middle East summer - but it still gave them a great advantage over other units on the battlefield. Historical accounts admit that Muslim knights were generally a match for their European opponents.]=];
Strategy=[=[This is a [[Songhai (Civ5)|Songhai]] unique [[unit (Civ5)|unit]], replacing the [[Knight (Civ5)|Knight]]. This unit has the same statistics as the Knight, but it gains a significant bonus when attacking [[cities (Civ5)|cities]]. The [[Mandekalu Cavalry (Civ5)|Mandekalu Cavalry]] can move after attacking. Its speed makes it difficult for an enemy to build a defensive line before the Mandekalu [[Cavalry (Civ5)|Cavalry]] reaches the target.]=];
Help=[=[Powerful Medieval [[Mounted Unit (Civ5)|Mounted Unit]], weak to Pikemen. Only the [[Songhai (Civ5)|Songhai]] may build it.]=];
Combat=18;
Cost=120;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_KNIGHT";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CHIVALRY";
ObsoleteTech="TECH_MILITARY_SCIENCE";
GoodyHutUpgradeUnitClass="UNITCLASS_CAVALRY";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_SONGHAI_MUSLIMCAVALRY";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=26;
PortraitIndex=27;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CROSSBOWMAN={
Description=[=[Crossbowman]=];
Civilopedia=[=[The crossbow first appeared in Europe in the 10th century. Although slower than a standard bow, a crossbow requires less training and strength than a regular bow, and over time it came to be the dominant weapon on the battlefield. A crossbow consists of a fairly short but heavy bow mounted to a stock. The firer pulls back the string - often with mechanical assistance - to "cock" the bow, then lays a "bolt" (arrow) on a groove in the stock. The firer aims, then pulls a trigger to release the string, which launches the bolt at the target. Among other advantages, a crossbow can be fired from a kneeling or prone position, something which is impossible with a standard bow.]=];
Strategy=[=[The [[Crossbowman (Civ5)|Crossbowman]] is much more powerful than the [[Archer (Civ5)|Archer]] [[unit (Civ5)|unit]]. As a [[Ranged unit (Civ5)|Ranged unit]] it can deal significant damage to other [[Medieval Era (Civ5)|Medieval Era]] units up to two hexes away, but it is vulnerable to melee attack. Put Crossbowmen in your [[city (Civ5)|city]] for [[defense (Civ5)|defense]], and guard them with melee units when on the move.]=];
Help=[=[Medieval [[ranged (Civ5)|ranged]] [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]].]=];
Combat=10;
RangedCombat=15;
Cost=120;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CROSSBOWMAN";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_MACHINERY";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_CROSSBOWMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=29;
PortraitIndex=30;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CHINESE_CHUKONU={
Description=[=[Chu-Ko-Nu]=];
Civilopedia=[=[The Chu-Ko-Nu is a rather nifty repeating crossbow invented in China at the end of the second century AD. The machine looks something like a standard European crossbow with a box bolted to its top, just above the string. The box was filled with crossbow bolts. In operation, the soldier would pull a lever to cock the string and then push the lever back, causing a bolt to drop out of the box and into place to be fired. This gave the Chu-Ko-Nu a faster rate of fire than a standard European crossbow. However, the Chu-Ko-Nu fired a lighter bolt and had a shorter range than a European machine. Which was the superior weapon would depend upon circumstances - the European model might prevail in open terrain against heavily armored opponents, while the Chu-Ko-Nu would probably be better at short-range against large numbers of lighter-armored attackers.]=];
Strategy=[=[The [[Chu-Ko-Nu (Civ5)|Chu-Ko-Nu]] is the [[Chinese (Civ5)|Chinese]] unique [[unit (Civ5)|unit]], replacing the [[Crossbowman (Civ5)|Crossbowman]]. The Chu-Ko-Nu is slightly less powerful than the Crossbowman, but it can attack twice during a turn, giving it a hefty offensive punch. This unit is particularly deadly when garrisoned in a [[city (Civ5)|city]] that is under attack.]=];
Help=[=[Medieval [[ranged (Civ5)|ranged]] [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]]. Only the [[Chinese (Civ5)|Chinese]] may build it. This Unit may fire twice in one turn, unlike the [[Crossbowman (Civ5)|Crossbowman]] which it replaces.]=];
Combat=10;
RangedCombat=11;
Cost=120;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CROSSBOWMAN";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_MACHINERY";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_CHINESE_CHUKONU";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=31;
PortraitIndex=32;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ENGLISH_LONGBOWMAN={
Description=[=[Longbowman]=];
Civilopedia=[=[The English longbow developed during the 12th century, as the English were fighting to conquer Wales. The longbow was made from yew or elm, and was five to seven feet in height (depending upon the height and strength of the user). The longbow was extremely difficult to master, but well-trained English longbowmen could shoot farther, faster and more accurately than the crossbowmen of the day. But this did require years of training. As the country's population grew the English wilderness was transformed into farmland. Opportunities for hunting disappeared and the English yeomen became less proficient with bow and arrow. This, more so even than the advent of gunpowder, led to the decline of the English longbow.]=];
Strategy=[=[The [[Longbowman (Civ5)|Longbowman]] is the [[English (Civ5)|English]] unique [[unit (Civ5)|unit]], replacing the [[Crossbowman (Civ5)|Crossbowman]]. The Longbowman has a greater [[range (Civ5)|range]] than the Crossbowman, allowing it to attack enemies three hexes away, often destroying them before they can strike back. Like other [[ranged units (Civ5)|ranged units]], Longbowmen are vulnerable to melee attack.]=];
Help=[=[Medieval [[ranged (Civ5)|ranged]] [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]]. Only the [[English (Civ5)|English]] may build it. This Unit has 1 additional [[range (Civ5)|range]] [[compared (Civ5)|compared]] to the [[Crossbowman (Civ5)|Crossbowman]], which it replaces.]=];
Combat=10;
RangedCombat=15;
Cost=120;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CROSSBOWMAN";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_MACHINERY";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_ENGLISH_LONGBOWMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=30;
PortraitIndex=31;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_PIKEMAN={
Description=[=[Pikeman]=];
Civilopedia=[=[A pikeman is a better-trained and armored spearman armed with a longer, sharper weapon. Unlike the shorter and lighter spear, a pike is almost always used two-handed. Historically pikemen were most effective against other infantry and cavalry, but as they lacked shields, they were quite vulnerable to archers.]=];
Strategy=[=[The [[Pikeman (Civ5)|Pikeman]] is a more powerful [[Spearman (Civ5)|Spearman]]. It receives a bonus when fighting against [[mounted units (Civ5)|mounted units]], which makes it pretty much the only [[unit (Civ5)|unit]] that can hope to stand up against a rampaging [[Knight (Civ5)|Knight]]. A Pikeman [[fortified (Civ5)|fortified]] in defensive [[terrain (Civ5)|terrain]] is a Knight's worst nightmare.]=];
Help=[=[Specialized in defeating [[Knights (Civ5)|Knights]] and other [[mounted Units (Civ5)|mounted Units]].]=];
Combat=10;
Cost=90;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_PIKEMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CIVIL_SERVICE";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=3;
UnitArtInfo="ART_DEF_UNIT_PIKEMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=32;
PortraitIndex=33;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GERMAN_LANDSKNECHT={
Description=[=[Landsknecht]=];
Civilopedia=[=[The landsknecht were German mercenary pikemen of the 16th century. Created in imitation of the legendary Swiss mercenary pikemen, the landsknecht would eventually supplant them as the best mercenary infantry available in Europe, fighting in almost every major engagement in the 16th century - often on both sides. In battle landsknechts generally carried pikes of up to twenty feet in length. Some few also carried huge two-handed swords or halberds; these were used to chop the heads off of the pikes of their opponents.]=];
Strategy=[=[The [[Landsknecht (Civ5)|Landsknecht]] is a [[German (Civ5)|German]] unique [[unit (Civ5)|unit]]. This unit replaces the [[Pikeman (Civ5)|Pikeman]] unit. The Landsknecht is as powerful as the Pikeman unit, but it costs only half as much to produce, allowing the German player to build up a medieval army in a shockingly short period of time. Landsknecht units are deadly against [[mounted units (Civ5)|mounted units]] like [[Knights (Civ5)|Knights]].]=];
Help=[=[Specialized in defeating [[Knights (Civ5)|Knights]] and other [[mounted Units (Civ5)|mounted Units]]. Only the [[Germans (Civ5)|Germans]] may build it. This [[Unit (Civ5)|Unit]] is much cheaper than the [[Pikeman (Civ5)|Pikeman]], which it replaces.]=];
Combat=10;
Cost=45;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_PIKEMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CIVIL_SERVICE";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=3;
UnitArtInfo="ART_DEF_UNIT_U_GERMAN_LANDSKNECHT";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=33;
PortraitIndex=34;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CATAPULT={
Description=[=[Catapult]=];
Civilopedia=[=[The exact date of the invention of the catapult is uncertain, but Greek armies were known to have employed them as far back as the third century BC. Catapults use energy stored in twisted rope or bent wood to hurl missiles a great distance. They are quite inaccurate, but can be deadly against big or slow targets - forts, for instance (which are fairly large and don't move very fast at all). Generally catapults were transported in pieces, then assembled at the field of battle. Occasionally they were constructed on the spot by engineers. The last catapults to see battle appeared in World War I, used by the French to hurl grenades at the enemy trenches.]=];
Strategy=[=[The [[Catapult (Civ5)|Catapult]] is a siege weapon, extremely useful when assaulting early enemy [[cities (Civ5)|cities]]. It is slow and extremely vulnerable to enemy melee attack; it always should be supported by other [[units (Civ5)|units]] when it's in the field. The Catapult must "set up" (1 [[Movement (Civ5)|Movement]] Point) before attacking.]=];
Help=[=[First [[siege Unit (Civ5)|siege Unit]] of the game. Does major damage to [[Units (Civ5)|Units]] and [[Cities (Civ5)|Cities]] from a distance, but must set up prior to firing.]=];
Combat=5;
RangedCombat=11;
Cost=75;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CATAPULT";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_CITY_BOMBARD";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_MATHEMATICS";
ObsoleteTech="TECH_PHYSICS";
GoodyHutUpgradeUnitClass="UNITCLASS_TREBUCHET";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_CATAPULT";
ShowInPedia=true;
MoveRate="ARTILLERY";
UnitFlagIconOffset=21;
PortraitIndex=21;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ROMAN_BALLISTA={
Description=[=[Ballista]=];
Civilopedia=[=[The Roman Ballista was an advanced catapult that fired stones or wooden missiles at the enemy. Constructed of wood reinforced with heavy iron plates, the ballista was surprisingly accurate in the hands of trained operators. It had a maximum range of perhaps 500 yards, but its practical range was significantly shorter, especially against a fortified position. Julius Caesar used them to great effect in his German and British campaigns.]=];
Strategy=[=[[[Roman (Civ5)|Roman]] unique [[unit (Civ5)|unit]], more powerful than the [[Catapult (Civ5)|Catapult]] it replaces. The [[Ballista (Civ5)|Ballista]] is an excellent siege weapon. It is extremely useful against [[cities (Civ5)|cities]], but it is quite vulnerable to attack. Be sure to protect the Ballista with other military units. The Ballista must first "set up" (1 MP) before attacking.]=];
Help=[=[[[Siege Unit (Civ5)|Siege Unit]] that does major damage from a distance, but must set up prior to firing. Only the [[Romans (Civ5)|Romans]] may build it. This [[Unit (Civ5)|Unit]] has a higher {{rangedStrength5}} [[Ranged (Civ5)|Ranged]] [[Combat Strength (Civ5)|Combat Strength]] than the [[Catapult (Civ5)|Catapult]], which it replaces.]=];
Combat=5;
RangedCombat=14;
Cost=75;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CATAPULT";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_CITY_BOMBARD";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_MATHEMATICS";
ObsoleteTech="TECH_PHYSICS";
GoodyHutUpgradeUnitClass="UNITCLASS_TREBUCHET";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_ROMAN_BALLISTA";
ShowInPedia=true;
MoveRate="ARTILLERY";
UnitFlagIconOffset=22;
PortraitIndex=22;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_HORSEMAN={
Description=[=[Horseman]=];
Civilopedia=[=[The first horses used effectively in battle pulled chariots. The nomadic people of Central Asia were riding horses by 2000 BC, perhaps earlier. While certainly horsemen were employed to carry messengers and scouts, they did not become effective fighting platforms until the development of dual stirrups combined with a solid saddle (to distribute the rider's weight when standing in the stirrups). The earliest effective dual stirrups/saddle combination is found in China and dates from approximately 300 AD, and over the next four centuries it spread across Asia and into Europe.
The earliest fighting horsemen were armed with spears and swords. As technology advanced and bigger and stronger horses were bred, horsemen were equipped with ever more powerful weapons and heavier armor, culminating in the classic knight of the Middle Ages, the king of the medieval battlefield.]=];
Strategy=[=[The [[Horseman (Civ5)|Horseman]] is the first really powerful [[cavalry (Civ5)|cavalry]] [[unit (Civ5)|unit]], combining speed with a powerful melee attack. The [[Horseman (Civ5)|Horseman]] can move after attacking. As a [[mounted unit (Civ5)|mounted unit]], the Horseman remains vulnerable to attacks from Spearmen, Pikemen and the like.]=];
Help=[=[Fast and powerful early game [[Mounted Unit (Civ5)|Mounted Unit]]. Weak to Spearmen.]=];
Combat=10;
Cost=75;
Moves=4;
BaseSightRange=2;
Class="UNITCLASS_HORSEMAN";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_HORSEBACK_RIDING";
ObsoleteTech="TECH_METALLURGY";
GoodyHutUpgradeUnitClass="UNITCLASS_KNIGHT";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_HORSEMAN";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=17;
PortraitIndex=17;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GREEK_COMPANIONCAVALRY={
Description=[=[Companion Cavalry]=];
Civilopedia=[=[The hetairoi, or "companion cavalry," were elite horsemen who accompanied Alexander the Great into battle. The term "hetairoi" derives from the name of the Macedonian aristocracy, and the companion cavalry came from only the best Macedonian families (though later this was expanded to include the nobility of allied and subject peoples). Each cavalryman carried a "xyston" (thrusting spear), and "kopis" (curved sword), and wore a bronze cuirass, shoulder pads and helmet.
In battle, Alexander usually held back the companions until the enemy was fully engaged with his phalanx units. Alexander himself would then lead his companions against the enemy's flank or rear, sowing confusion and dismay in the enemy army. The opposing forces never found a satisfactory answer to this combination, and with it Alexander conquered most of the known world.]=];
Strategy=[=[[[Companion Cavalry (Civ5)|Companion Cavalry]] are [[Greek (Civ5)|Greek]] unique [[units (Civ5)|units]], replacing the [[Horseman (Civ5)|Horseman]]. [[Companion (Civ5)|Companion]] [[Cavalry (Civ5)|Cavalry]] are faster and more powerful than the [[Horseman (Civ5)|Horseman]] unit, making them the most dangerous cavalry units until the arrival of the [[Knight (Civ5)|Knight]]. Companion Cavalry help generate [[Great Generals (Civ5)|Great Generals]] more rapidly than other units. In addition, they can move after attacking. Companion Cavalry are mounted, and still vulnerable to Spearmen and Pikemen attack.]=];
Help=[=[Fast and powerful early game [[Mounted Unit (Civ5)|Mounted Unit]]. Weak to Spearmen. Only the [[Greeks (Civ5)|Greeks]] may build it. This [[Unit (Civ5)|Unit]] is faster, has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] and helps produce [[Great Generals (Civ5)|Great Generals]] more [[quickly (Civ5)|quickly]] than the [[Horseman (Civ5)|Horseman]] which it replaces.]=];
Combat=12;
Cost=75;
Moves=5;
BaseSightRange=2;
Class="UNITCLASS_HORSEMAN";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_FAST_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_HORSEBACK_RIDING";
ObsoleteTech="TECH_METALLURGY";
GoodyHutUpgradeUnitClass="UNITCLASS_KNIGHT";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_GREEK_COMPANIONCAVALRY";
ShowInPedia=true;
MoveRate="QUADRUPED";
UnitFlagIconOffset=18;
PortraitIndex=18;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SWORDSMAN={
Description=[=[Swordsman]=];
Civilopedia=[=[First appearing during the Bronze Age, the earliest swords were little more than extra-large daggers. It wasn't until the development of iron forging (in approximately 1200 BC in Europe) that swords became viable combat weapons. The earliest swords were short and sharp, designed primarily for stabbing. Further advances in iron-work allowed bigger swords, and by the Middle Ages monstrously-long and heavy two-handed swords could cleave through all but the toughest armor.]=];
Strategy=[=[The [[Swordsman (Civ5)|Swordsman]] is a powerful [[standard (Civ5)|standard]] melee [[unit (Civ5)|unit]] during the [[Classical Era (Civ5)|Classical Era]], much stronger than the [[Spearman (Civ5)|Spearman]] and [[Warrior (Civ5)|Warrior]]. They are very useful when attacking early-[[era (Civ5)|era]] [[cities (Civ5)|cities]].]=];
Help=[=[Strong, front-line [[land Unit (Civ5)|land Unit]] of the [[Classical Era (Civ5)|Classical Era]].]=];
Combat=11;
Cost=75;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_IRON_WORKING";
ObsoleteTech="TECH_GUNPOWDER";
GoodyHutUpgradeUnitClass="UNITCLASS_LONGSWORDSMAN";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_SWORDSMAN";
ShowInPedia=true;
MoveRate="HEAVY_BIPED";
UnitFlagIconOffset=14;
PortraitIndex=14;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_IROQUOIAN_MOHAWKWARRIOR={
Description=[=[Mohawk Warrior]=];
Civilopedia=[=[The Iroquois Mohawk warriors are among the best light infantry the world has ever seen. Amazingly fast and flexible fighters, the Iroquois warriors were able to cover an incredible amount of ground in a short amount of time, surprising and overwhelming their better-armed but slower European enemies. With an armed force that "never numbered more than 3,000 fighting men," they held their own for almost two centuries against the French, British, and Americans.]=];
Strategy=[=[The [[Mohawk Warrior (Civ5)|Mohawk Warrior]] is the [[Iroquoian (Civ5)|Iroquoian]] unique [[unit (Civ5)|unit]], replacing the [[Swordsman (Civ5)|Swordsman]]. As powerful as the Swordsman in Clear or [[Hilly (Civ5)|Hilly]] [[terrain (Civ5)|terrain]], the Mohawk [[Warrior (Civ5)|Warrior]] receives a significant [[combat (Civ5)|combat]] bonus in [[Forest (Civ5)|Forest]] and [[Jungle (Civ5)|Jungle]]. Also, unlike the Swordsman, it does not require [[Iron (Civ5)|Iron]] to build.]=];
Help=[=[Strong, front-line [[land Unit (Civ5)|land Unit]] of the [[Classical Era (Civ5)|Classical Era]]. Only the [[Iroquois (Civ5)|Iroquois]] may build it. This [[Unit (Civ5)|Unit]] receives a major bonus when fighting on [[Forest (Civ5)|Forest]] and [[Jungle (Civ5)|Jungle]], unlike the [[Swordsman (Civ5)|Swordsman]] which it replaces.]=];
Combat=11;
Cost=75;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_IRON_WORKING";
ObsoleteTech="TECH_GUNPOWDER";
GoodyHutUpgradeUnitClass="UNITCLASS_LONGSWORDSMAN";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_U_IROQUOIAN_MOHAWKWARRIOR";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=16;
PortraitIndex=16;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ROMAN_LEGION={
Description=[=[Legion]=];
Civilopedia=[=[The Roman Legion is - justifiably - the most famous military unit from antiquity. Armed with a "pilum" (throwing spear), and "gladius" (short sword) and wearing a metal helmet, cuirass and shield, Roman Legions conquered the known world. Along with the best weapons technology available at the time, the Roman Legions were highly trained and extremely disciplined. Under competent leadership there was literally no other military able to stand up to them.]=];
Strategy=[=[The [[Legion (Civ5)|Legion]] is the [[Roman (Civ5)|Roman]] unique [[unit (Civ5)|unit]], replacing the [[Swordsman (Civ5)|Swordsman]]. The Legion is more powerful than the Swordsman, making it the most powerful melee unit of the [[Classical Era (Civ5)|Classical Era]]. The Legion can also construct [[roads (Civ5)|roads]] and [[forts (Civ5)|forts]] and is the only non-[[Worker (Civ5)|Worker]] unit able to do so.]=];
Help=[=[Strong, front-line [[land Unit (Civ5)|land Unit]] of the [[Classical Era (Civ5)|Classical Era]]. Only the [[Romans (Civ5)|Romans]] may build it. This [[Unit (Civ5)|Unit]] has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] than the [[Swordsman (Civ5)|Swordsman]], which it replaces.]=];
Combat=13;
Cost=75;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_IRON_WORKING";
ObsoleteTech="TECH_GUNPOWDER";
GoodyHutUpgradeUnitClass="UNITCLASS_LONGSWORDSMAN";
HurryCostModifier=20;
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=100;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_U_ROMAN_LEGION";
ShowInPedia=true;
MoveRate="HEAVY_BIPED";
UnitFlagIconOffset=15;
PortraitIndex=15;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_CHARIOT_ARCHER={
Description=[=[Chariot Archer]=];
Civilopedia=[=[Before the invention of the stirrup, it was virtually impossible to fight from horseback. There was no way to brace oneself, and the slightest push could unhorse the warrior, with disastrous results. Horses first appeared on the battlefield pulling chariots. A chariot team usually consisted of one or two horses, a driver, and an archer. The chariots' mobility made them especially dangerous to infantry: they could rush within range, fire off a volley, then escape before the foot-bound soldiers could close with them. The greatest weakness of a chariot archer team was its inability to deal with difficult terrain. On open plains they were the kings of the ancient battlefield; in hills or woods they were at a significant disadvantage.]=];
Strategy=[=[[[Chariot Archers (Civ5)|Chariot Archers]] are fast [[ranged units (Civ5)|ranged units]], deadly on open [[terrain (Civ5)|terrain]]. They are slightly more powerful than the [[Archer (Civ5)|Archer]] and can move twice the distance. However, Chariot Archers suffer a [[movement (Civ5)|movement]] penalty when entering [[Forest (Civ5)|Forest]], [[Jungle (Civ5)|Jungle]] or [[Hill (Civ5)|Hill]] hexes (unless [[roads (Civ5)|roads]] have been constructed in them). As a [[mounted unit (Civ5)|mounted unit]], the Chariot Archer is vulnerable to Spearmen.]=];
Help=[=[A fast [[Ranged Unit (Civ5)|Ranged Unit]] highly effective on flat ground, but slowed significantly when entering rough [[terrain (Civ5)|terrain]].]=];
Combat=4;
RangedCombat=7;
Cost=56;
Moves=4;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CHARIOT_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_THE_WHEEL";
ObsoleteTech="TECH_CHIVALRY";
GoodyHutUpgradeUnitClass="UNITCLASS_KNIGHT";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_CHARIOT_ARCHER";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=12;
PortraitIndex=12;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_EGYPTIAN_WARCHARIOT={
Description=[=[War Chariot]=];
Civilopedia=[=[The Egyptians were early masters of the chariot, and their war chariots were rightly feared by their opponents. The Pharaohs themselves often went into battle aboard war chariots. Amenhotep II claimed that from a speeding chariot he had hit four targets, set thirty feet apart, with such power that the arrows penetrated the targets' three inches of copper. Like other cavalry, war chariots were especially deadly against a retreating foe. Once an enemy is running away, his shield can no longer protect him, and he's totally vulnerable to arrow-fire, or indeed to being crushed beneath the wheels of a speeding chariot.]=];
Strategy=[=[The [[War Chariot (Civ5)|War Chariot]] is the [[Egyptian (Civ5)|Egyptian]] unique [[unit (Civ5)|unit]], replacing the [[Chariot Archer (Civ5)|Chariot Archer]]. It is faster than the [[standard (Civ5)|standard]] Chariot [[Archer (Civ5)|Archer]], and the Egyptian player can construct it even if he doesn't possess the {{horse5}} [[Horse (Civ5)|Horse]] [[resource (Civ5)|resource]]. A [[mounted unit (Civ5)|mounted unit]], the War Chariot is quite vulnerable to the [[Spearman (Civ5)|Spearman]].]=];
Help=[=[A fast [[Ranged Unit (Civ5)|Ranged Unit]] on flat ground, but slowed when entering rough [[terrain (Civ5)|terrain]]. Only the [[Egyptians (Civ5)|Egyptians]] may build it. This [[Unit (Civ5)|Unit]] does not require {{horse5}} [[Horses (Civ5)|Horses]] to be built, unlike the [[Chariot Archer (Civ5)|Chariot Archer]] which it replaces.]=];
Combat=4;
RangedCombat=7;
Cost=56;
Moves=5;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CHARIOT_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_THE_WHEEL";
ObsoleteTech="TECH_CHIVALRY";
GoodyHutUpgradeUnitClass="UNITCLASS_KNIGHT";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_EGYPTIAN_WARCHARIOT";
ShowInPedia=true;
MoveRate="WHEELED";
UnitFlagIconOffset=13;
PortraitIndex=13;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_INDIAN_WARELEPHANT={
Description=[=[War Elephant]=];
Civilopedia=[=[A terrifying sight on the battlefield, often as dangerous to its own side as it was to the enemy, the war elephant could be considered the world's first weapon of mass destruction. Indians used elephants in war until the advent of gunpowder rendered them obsolete. In pre-gunpowder battle the war elephant served two primary purposes. First, their scent absolutely terrified horses, rendering the enemy's cavalry useless. Second, they could break through even the strongest line of infantry, crushing a wall of spears that no horse could ever surmount. Elephants were incredibly difficult to kill and history records them surviving sixty or more arrows. The primary problem with elephants was their tendency to go berserk with pain or rage, at which point they'd be impossible for their rider to control. Elephant riders often carried a spike and mallet that they could use to kill the animals if they attacked their own forces.]=];
Strategy=[=[The [[War Elephant (Civ5)|War Elephant]] is the [[Indian (Civ5)|Indian]] unique [[unit (Civ5)|unit]], replacing the [[Chariot Archer (Civ5)|Chariot Archer]]. It is more powerful (if slower) than the Chariot [[Archer (Civ5)|Archer]] and can move through any [[terrain (Civ5)|terrain]] without the Chariot Archer's penalty. A [[mounted unit (Civ5)|mounted unit]], the War Elephant is quite vulnerable to the [[Spearman (Civ5)|Spearman]].]=];
Help=[=[A fast [[Ranged Unit (Civ5)|Ranged Unit]] highly effective on flat ground. Only the [[Indians (Civ5)|Indians]] may build it. This [[Unit (Civ5)|Unit]] has a higher {{strength5}} [[Combat (Civ5)|Combat]] and [[Ranged Strength (Civ5)|Ranged Strength]] than the [[Chariot Archer (Civ5)|Chariot Archer]], which it replaces.]=];
Combat=6;
RangedCombat=8;
Cost=70;
Moves=3;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CHARIOT_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_THE_WHEEL";
ObsoleteTech="TECH_CHIVALRY";
GoodyHutUpgradeUnitClass="UNITCLASS_KNIGHT";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_INDIAN_WARELEPHANT";
ShowInPedia=true;
MoveRate="PHANT";
UnitFlagIconOffset=19;
PortraitIndex=19;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SPEARMAN={
Description=[=[Spearman]=];
Civilopedia=[=[The earliest spears were doubtless straight pieces of wood with crudely-sharpened ends; these would quickly break or become dull with service. The spear didn't become a reliable weapon until some early innovator discovered that he could harden the tip by lightly charring it over a fire. Eventually stone tips were employed, then of course metal. Spears are fairly simple weapons to learn, and they can be produced rapidly and cheaply, so they tend to be the backbone of early civilizations' armies.]=];
Strategy=[=[The [[Spearman (Civ5)|Spearman]] is the first melee [[unit (Civ5)|unit]] available after the [[Warrior (Civ5)|Warrior]]. It is just slightly more powerful than the Warrior. However, it gets a significant [[combat (Civ5)|combat]] bonus against [[mounted units (Civ5)|mounted units]] ([[Chariot Archer (Civ5)|Chariot Archer]], [[Horsemen (Civ5)|Horsemen]] and so [[forth (Civ5)|forth]]).]=];
Help=[=[[[Ancient Era (Civ5)|Ancient Era]] [[Unit (Civ5)|Unit]] which specializes in defeating [[Mounted Units (Civ5)|Mounted Units]].]=];
Combat=7;
Cost=56;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SPEARMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_BRONZE_WORKING";
ObsoleteTech="TECH_CIVIL_SERVICE";
GoodyHutUpgradeUnitClass="UNITCLASS_PIKEMAN";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=2;
UnitArtInfo="ART_DEF_UNIT_SPEARMAN";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=9;
PortraitIndex=9;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GREEK_HOPLITE={
Description=[=[Hoplite]=];
Civilopedia=[=[The Greeks mastered the art of spear warfare, creating long, deadly-sharp weapons that, in the hands of highly-trained hoplite soldiers moving in phalanx formation, were nearly impossible for standard infantry or horsemen of the day to defeat. A soldier facing a Greek phalanx had to contend with not only the enemy he faced, but also with the spears of the two or three soldiers behind that enemy. The hoplite remained somewhat vulnerable to archery fire, of course, and it was nearly impossible to maintain a phalanx's formation in difficult terrain, but in flat, open terrain, the hoplites were extremely tough opponents.]=];
Strategy=[=[The [[Hoplite (Civ5)|Hoplite]] is the [[Greek (Civ5)|Greek]] unique [[unit (Civ5)|unit]], replacing the [[Spearman (Civ5)|Spearman]]. It is far more powerful than the Spearman. The Hoplite is deadly against mounted opponents.]=];
Help=[=[[[Ancient Era (Civ5)|Ancient Era]] [[Unit (Civ5)|Unit]] which specializes in defeating [[Mounted Units (Civ5)|Mounted Units]]. Only the [[Greeks (Civ5)|Greeks]] may build it. This Unit has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] than the [[Spearman (Civ5)|Spearman]] which it replaces.]=];
Combat=9;
Cost=56;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SPEARMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_BRONZE_WORKING";
ObsoleteTech="TECH_CIVIL_SERVICE";
GoodyHutUpgradeUnitClass="UNITCLASS_PIKEMAN";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=2;
UnitArtInfo="ART_DEF_UNIT_U_GREEK_HOPLITE";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=10;
PortraitIndex=10;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_PERSIAN_IMMORTAL={
Description=[=[Immortal]=];
Civilopedia=[=[The Persian Immortals were an elite heavy infantry unit. Kept constantly at a strength of 10,000 men, they formed the heart of the Persian (Achaemenid) army. The Immortals fought under Cyrus the Great, Cambyses, and Darius the Great; when not in combat they acted as the Persian Palace Guard. The Immortals were armed with short spears, swords, bow and arrows. They carried light shields and wore scale mail armor. According to Herodotus, "Every man glittered with the gold that he carried in unlimited quantity. They were accompanied by covered carriages full of their women and servants, all elaborately fitted out. Special food, separate from the rest of the army, was brought along for them..."]=];
Strategy=[=[The [[Immortal (Civ5)|Immortal]] is the [[Persian (Civ5)|Persian]] unique [[unit (Civ5)|unit]], replacing the [[Spearman (Civ5)|Spearman]]. It is slightly more powerful than the Spearman, and it heals twice as [[quickly (Civ5)|quickly]]. It is quite deadly against [[mounted units (Civ5)|mounted units]].]=];
Help=[=[[[Ancient Era (Civ5)|Ancient Era]] [[Unit (Civ5)|Unit]] which specializes in defeating [[Mounted Units (Civ5)|Mounted Units]]. Only the [[Persians (Civ5)|Persians]] may build it. This Unit has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] and heals more [[quickly (Civ5)|quickly]] than the [[Spearman (Civ5)|Spearman]], which it replaces.]=];
Combat=8;
Cost=56;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SPEARMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_BRONZE_WORKING";
ObsoleteTech="TECH_CIVIL_SERVICE";
GoodyHutUpgradeUnitClass="UNITCLASS_PIKEMAN";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=2;
UnitArtInfo="ART_DEF_UNIT_U_PERSIAN_IMMORTAL";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=11;
PortraitIndex=11;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_ARCHER={
Description=[=[Archer]=];
Civilopedia=[=[Archery may have been invented as long as 10,000-15,000 years ago, during the Paleolithic Age. It may have been invented in one place and spread, or, more likely, archery was invented in multiple places around the world. In the centuries before gunpowder, most ancient civilizations employed archers in their armies. The Korean armies possessed particularly fine archers during the 600-year Choson period, while the English longbow dominated the European battlefields during the 14th and 15th centuries.]=];
Strategy=[=[This is the earliest [[ranged unit (Civ5)|ranged unit]]. It can attack enemies 1 or 2 hexes away, and is critically important when attacking enemy [[cities (Civ5)|cities]] early in the game. However, it is fairly weak when attacked by other [[units (Civ5)|units]]. Assign it to garrison cities or keep it behind your lines, protected by melee units.]=];
Help=[=[Powerful [[Ancient Era (Civ5)|Ancient Era]] [[ranged Unit (Civ5)|ranged Unit]] that can strike foes from afar.]=];
Combat=4;
RangedCombat=6;
Cost=40;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_ARCHERY";
ObsoleteTech="TECH_MACHINERY";
GoodyHutUpgradeUnitClass="UNITCLASS_CROSSBOWMAN";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_ARCHER";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=6;
PortraitIndex=6;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_SCOUT={
Description=[=[Scout]=];
Civilopedia=[=[Scouts form the eyes and ears of early civilizations. These fleet-footed warriors are not supposed to engage with enemy forces - they're supposed to find the lay of the land, discovering any potential threats or treasures. A civilization that doesn't know what's going on in the world around it is blind to both peril and opportunity.]=];
Strategy=[=[This early [[unit (Civ5)|unit]] can attack but is weak. However, it can move through difficult [[terrain (Civ5)|terrain]] as though it were clear (all tiles cost 1mp per hex). Use it for world exploration.]=];
Help=[=[Excellent at exploring, this [[Unit (Civ5)|Unit]] is not slowed by rough [[terrain (Civ5)|terrain]], but is vulnerable to attack.]=];
Combat=4;
Cost=25;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SCOUT";
CombatClass="UNITCOMBAT_RECON";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_EXPLORE";
NoBadGoodies=true;
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
ObsoleteTech="TECH_SCIENTIFIC_THEORY";
GoodyHutUpgradeUnitClass="UNITCLASS_ARCHER";
AdvancedStartCost=10;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_SCOUT";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=5;
PortraitIndex=5;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_WARRIOR={
Description=[=[Warrior]=];
Civilopedia=[=[In primitive civilizations there's no such thing as a "professional soldier." A young civilization can't afford to support a full-time army; all of the civilization's able-bodied men form an ad hoc militia, coming together during a crisis, dispersing back to their farms and villages during peace. Such warriors usually have very little training and are equipped with the most primitive of weapons - clubs, perhaps, or stone daggers.]=];
Strategy=[=[The [[Warrior (Civ5)|Warrior]] is the earliest [[combat (Civ5)|combat]] [[unit (Civ5)|unit]] available, useful for battling [[barbarians (Civ5)|barbarians]], early [[city (Civ5)|city]] [[defense (Civ5)|defense]] and limited exploration. Warriors are generally not strong enough to take enemy [[cities (Civ5)|cities]], unless heavily supported by [[Archers (Civ5)|Archers]] and [[Catapults (Civ5)|Catapults]] - and even then they may simply not have the [[strength (Civ5)|strength]] for the task.]=];
Help=[=[Fairly weak early-game military [[Unit (Civ5)|Unit]].]=];
Combat=6;
Cost=40;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_WARRIOR";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
ObsoleteTech="TECH_METAL_CASTING";
GoodyHutUpgradeUnitClass="UNITCLASS_SPEARMAN";
AdvancedStartCost=10;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT__WARRIOR";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=3;
PortraitIndex=3;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_AZTEC_JAGUAR={
Description=[=[Jaguar]=];
Civilopedia=[=[In Aztec culture, war was as much a religious rite as it was a political tool. Young men had to capture or kill enemies in order to attain high status, and ever-increasing numbers of prisoners were needed as sacrifices for the Aztecs' religious rituals. The Jaguar Knights were elite professional soldiers in the Aztec army. Clad in jaguar skins and equipped with deadly "macuahuitls" (wooden swords studded with sharp obsidian shards), the Jaguars were perhaps the deadliest light infantry found in pre-Columbian Central and North America.]=];
Strategy=[=[The [[Jaguar (Civ5)|Jaguar]] is the [[Aztec (Civ5)|Aztec]] unique [[unit (Civ5)|unit]], replacing the [[Warrior (Civ5)|Warrior]]. The Jaguar receives a big bonus when battling in [[Jungle (Civ5)|Jungle]]. It also heals damage when it destroys enemy units and has the Woodsman [[promotion (Civ5)|promotion]], allowing it to move through [[Forest (Civ5)|Forest]] and Jungle [[quickly (Civ5)|quickly]].]=];
Help=[=[Fairly weak early-game military [[Unit (Civ5)|Unit]]. Only the [[Aztecs (Civ5)|Aztecs]] may build it. This Unit fights more effectively in [[Jungle (Civ5)|Jungle]] and heals damage when it kills an enemy Unit, unlike the [[Warrior (Civ5)|Warrior]] which it replaces.]=];
Combat=6;
Cost=40;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_WARRIOR";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
ObsoleteTech="TECH_METAL_CASTING";
GoodyHutUpgradeUnitClass="UNITCLASS_SPEARMAN";
AdvancedStartCost=10;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_U_AZTEC_JAGUAR";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=4;
PortraitIndex=4;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_BARBARIAN_WARRIOR={
Description=[=[Brute]=];
Civilopedia=[=[Barbarian is a term used by civilized people to describe those who have not yet embraced civilization. Such people are generally seen as inferior and warlike. The term was coined by the Greeks, to whom it meant "anybody who wasn't Greek." In Europe, the term was applied to the various raiders who rode out of the East and pillaged everything they could get their hands on, even when these raiders came from a perfectly fine civilization of their own. In the New World the term was applied to the aboriginal inhabitants (even though it was the Europeans who were doing the actual pillaging). In short, the question of who the barbarians are depends a lot on which end of the spear one happens to be on at any given moment.]=];
Help=[=[The [[Barbarians (Civ5)|Barbarians]]' most basic early-game military [[Unit (Civ5)|Unit]].]=];
Combat=6;
Cost=20;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_WARRIOR";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
AdvancedStartCost=10;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_BARBARIAN_EURO";
ShowInPedia=true;
MoveRate="HEAVY_BIPED";
UnitFlagIconOffset=3;
PortraitIndex=25;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_GALLEY={
Description=[=[Galley]=];
Civilopedia=[=[The Galley is a Barbarian vessel. It is a ship propelled by human oarsmen, in every way inferior to the trireme, the first vessel accessible to civilizations. Generally, Galleys can be expected to haunt the coasts of civilizations, harassing shipping and capturing embarked units. They should be destroyed upon sight.]=];
Strategy=[=[The [[Galley (Civ5)|Galley]] is a [[Barbarian (Civ5)|Barbarian]] [[unit (Civ5)|unit]] which remains in [[coastal (Civ5)|coastal]] hexes, looking for [[embarked (Civ5)|embarked]] units to destroy. It is far weaker than any other [[naval units (Civ5)|naval units]], but can be dangerous in packs. A [[ranged unit (Civ5)|ranged unit]], the Galley can annoy [[cities (Civ5)|cities]] and units near the coast.]=];
Combat=5;
RangedCombat=3;
Cost=50;
Moves=3;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_GALLEY";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_ATTACK_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
AdvancedStartCost=10;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_BARBARIAN_GALLEY";
ShowInPedia=true;
MoveRate="WOODEN_BOAT";
UnitFlagIconOffset=23;
PortraitIndex=23;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_BARBARIAN_ARCHER={
Description=[=[Archer]=];
Help=[=[Powerful [[Ancient Era (Civ5)|Ancient Era]] [[ranged Unit (Civ5)|ranged Unit]] that can strike foes from afar.]=];
Combat=4;
RangedCombat=7;
Cost=40;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_ARCHERY";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_BARBARIAN_ARCHER";
MoveRate="BIPED";
UnitFlagIconOffset=6;
PortraitIndex=6;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_BARBARIAN_SPEARMAN={
Description=[=[Spearman]=];
Help=[=[[[Ancient Era (Civ5)|Ancient Era]] [[Unit (Civ5)|Unit]] which specializes in defeating [[Mounted Units (Civ5)|Mounted Units]].]=];
Combat=7;
Cost=56;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SPEARMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_COUNTER";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_BRONZE_WORKING";
ObsoleteTech="TECH_CIVIL_SERVICE";
GoodyHutUpgradeUnitClass="UNITCLASS_PIKEMAN";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=2;
UnitArtInfo="ART_DEF_UNIT_BARBARIAN_SPEARMAN";
MoveRate="BIPED";
UnitFlagIconOffset=9;
PortraitIndex=9;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_BARBARIAN_SWORDSMAN={
Description=[=[Swordsman]=];
Combat=11;
Cost=75;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_SWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_IRON_WORKING";
ObsoleteTech="TECH_GUNPOWDER";
GoodyHutUpgradeUnitClass="UNITCLASS_LONGSWORDSMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_BARBARIAN_SWORDSMAN";
MoveRate="HEAVY_BIPED";
UnitFlagIconOffset=14;
PortraitIndex=14;
IconAtlas="UNIT_ATLAS_1";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_MONGOLIAN_KESHIK={
Description=[=[Keshik]=];
Civilopedia=[=[In the 12th century the Mongols came boiling out of Central Asia, conquering most of Asia, Eastern Europe and a large portion of the Middle East within a century. The Mongols' primary weapon was their incomparable horse archers, the Keshiks. The Mongols were nomadic tribesmen, and their children were almost literally "raised in the saddle." Riding on their small but hearty steppe ponies, the lightly-armed and armored Mongols could cover an astonishing amount of territory in a day, far outpacing any infantry or even the heavier European cavalry.
In battle the Mongol Keshiks would shoot from horseback with deadly accuracy, disrupting and demoralizing the enemy formations. Once the enemy was suitably weakened, the Mongol heavy cavalry units would charge into the wavering foe to deliver the coup de grace. When facing armored European knights the Mongols would simply shoot their horses, then ignore or destroy the unhorsed men as they wished.]=];
Strategy=[=[The [[Keshik (Civ5)|Keshik]] is a unique replacement for the [[Knight (Civ5)|Knight]], available to the Mongols starting in the [[Medieval Era (Civ5)|Medieval Era]]. Keshiks possess a strong [[ranged (Civ5)|ranged]] attack and an increased [[movement (Civ5)|movement]] rate (5 points total), allowing it to perform hit and run attacks remarkably effectively. If this wasn't enough, the Keshik also acquires [[promotions (Civ5)|promotions]] at double the rate of other [[units (Civ5)|units]], and contributes twice the amount of points towards earning [[Great Generals (Civ5)|Great Generals]]. These mounted [[warriors (Civ5)|warriors]] singlehandedly afford Genghis control of the open [[plains (Civ5)|plains]].]=];
Help=[=[This [[Mongolian (Civ5)|Mongolian]] Unique [[Unit (Civ5)|Unit]] replaces the [[standard (Civ5)|standard]] [[Knight (Civ5)|Knight]]. It possesses a strong [[ranged (Civ5)|ranged]] attack, increased [[movement (Civ5)|movement]] rate, and earns [[promotions (Civ5)|promotions]] 50% faster. Unit battles also contribute double the amount of points towards earning a [[Great General (Civ5)|Great General]].]=];
Combat=8;
RangedCombat=13;
Cost=120;
Moves=5;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_KNIGHT";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_CHIVALRY";
ObsoleteTech="TECH_MILITARY_SCIENCE";
GoodyHutUpgradeUnitClass="UNITCLASS_CAVALRY";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_MONGOLIAN_KESHIK";
ShowInPedia=true;
MoveRate="BIPED";
IconAtlas="GENGHIS_UNIT_ATLAS";
UnitFlagAtlas="GENGHIS_UNIT_FLAG_ATLAS";};
UNIT_MONGOLIAN_KHAN={
Description=[=[Khan]=];
Civilopedia=[=[Originally the Khans were tribal chieftains of the Mongol people, ruling anywhere from one tribe to a loose confederation of many smaller ones. At the time of Genghis' rise to power, the title was generally reserved for military leaders, but was later used to denote the civil leaders of the Mongolian Empire as well. The Khans were the elected rulers of the empire provinces, holding their titles based on merit and loyalty rather than blood ties. These leaders often served as generals as well, leading the large Mongolian armies in their successful raids and conquests. Later, an extension of the word was created, "Khagan", to denote the grand ruler, the Khan of Khans so to speak, but this wasn't used until after Genghis Khan's death in 1227 AD.]=];
Strategy=[=[The [[Khan (Civ5)|Khan]] is a [[Mongolian (Civ5)|Mongolian]] Unique [[Great Person (Civ5)|Great Person]], replacing the [[standard (Civ5)|standard]] [[Great General (Civ5)|Great General]]. The same [[combat (Civ5)|combat]] bonuses apply, but the Khan moves at the same rate as the [[Keshik (Civ5)|Keshik]] (5 points per turn) and can heal adjacent [[units (Civ5)|units]] for an additional 2HP per turn. This beefed up General ensures that his [[cavalry (Civ5)|cavalry]] units will always be in a battle ready state.]=];
Help=[=[This [[Mongolian (Civ5)|Mongolian]] Unique [[Great Person (Civ5)|Great Person]] replaces the [[Great General (Civ5)|Great General]]. While providing the same [[combat (Civ5)|combat]] bonuses as a normal Great General, the [[Khan (Civ5)|Khan]] moves at an increased rate and can heal adjacent [[units (Civ5)|units]].]=];
Cost=-1;
Moves=5;
BaseSightRange=2;
Class="UNITCLASS_GREAT_GENERAL";
Special="SPECIALUNIT_PEOPLE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_GENERAL";
GoldenAgeTurns=8;
AdvancedStartCost=-1;
MinAreaSize=-1;
NukeDamageLevel=-1;
WorkRate=1;
UnitArtInfo="ART_DEF_UNIT_GENERAL_KHAN";
ShowInPedia=true;
MoveRate="GREAT_PERSON";
UnitFlagIconOffset=90;
PortraitIndex=1;
IconAtlas="GENGHIS_UNIT_ATLAS";
UnitFlagAtlas="UNIT_FLAG_ATLAS";};
UNIT_INCAN_SLINGER={
Description=[=[Slinger]=];
Civilopedia=[=[The Inca warriors were renowned slingers. Their projectile of choice was a rounded stone. While a sling does not have the range or stopping power of a bow and arrow, slings are remarkably small and light weapons, and infantry warriors could easily carry them without becoming encumbered. And as is written in the Old Testament, a trained slinger can kill even the largest opponent with but a single stone...]=];
Strategy=[=[The [[Slinger (Civ5)|Slinger]] is an [[Ancient Era (Civ5)|Ancient Era]] [[ranged (Civ5)|ranged]] [[infantry (Civ5)|infantry]] [[Unit (Civ5)|Unit]] that can strike foes from afar. This [[Incan (Civ5)|Incan]] Unique Unit can withdraw before most melee attacks: use it to harass your foes. However the Slinger can be easily defeated if the enemy pins it against obstructions or chases it with fast units.]=];
Help=[=[One of the first available [[ranged Units (Civ5)|ranged Units]], this [[Incan (Civ5)|Incan]] Unique [[Unit (Civ5)|Unit]] replaces the [[Archer (Civ5)|Archer]]. The [[Slinger (Civ5)|Slinger]] is no more powerful than the Archer, and is even more fragile if subjected to a melee attack. However it possesses a [[promotion (Civ5)|promotion]] that gives it a good chance to withdraw to the rear before an enemy melee attack can occur.]=];
Combat=3;
RangedCombat=6;
Cost=40;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_ARCHERY";
ObsoleteTech="TECH_MACHINERY";
GoodyHutUpgradeUnitClass="UNITCLASS_CROSSBOWMAN";
AdvancedStartCost=15;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_INCAN_SLINGER";
ShowInPedia=true;
MoveRate="BIPED";
IconAtlas="DLC02_UNIT_ATLAS";
UnitFlagAtlas="DLC02_UNIT_FLAG_ATLAS";};
UNIT_SPANISH_TERCIO={
Description=[=[Tercio]=];
Civilopedia=[=[The Tercio is a brilliant military innovation consisting of a mixed formation of pikemen and arquebusiers (soldiers armed with extremely primitive firearms), created in the early 16th century by the Spanish general Gonzalo Fernandez de Cordoba. The tercio (also known as the "Spanish square") was deployed in a checkerboard formation, with pikemen and arquebusiers set in alternating supporting blocks. The advantages of this arrangement are obvious: the arquebusiers can attack the enemy at distance, and the pikemen can take over in close combat. This formation would come to dominate Renaissance warfare for more than a century.]=];
Strategy=[=[The [[Tercio (Civ5)|Tercio]] is one of two [[Spanish (Civ5)|Spanish]] Unique [[Units (Civ5)|Units]], replacing the [[Musketman (Civ5)|Musketman]]. This Unit is stronger in [[combat (Civ5)|combat]] than the Musketman and fights at a higher [[strength (Civ5)|strength]] against [[mounted units (Civ5)|mounted units]]. The Tercio is more expensive to build however.]=];
Help=[=[Dominant military [[Unit (Civ5)|Unit]] of the [[Renaissance Era (Civ5)|Renaissance Era]]. Only Spain may build it. This Unit has a higher {{strength5}} [[Combat Strength (Civ5)|Combat Strength]] than the [[Musketman (Civ5)|Musketman]] which it replaces, as well as a Bonus vs Mounted [[promotion (Civ5)|promotion]]. However it is also more expensive to build.]=];
Combat=18;
Cost=175;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_MUSKETMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_GUNPOWDER";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
AdvancedStartCost=20;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=4;
UnitArtInfo="ART_DEF_UNIT_U_SPANISH_TERCIO";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=3;
PortraitIndex=3;
IconAtlas="DLC02_UNIT_ATLAS";
UnitFlagAtlas="DLC02_UNIT_FLAG_ATLAS";};
UNIT_SPANISH_CONQUISTADOR={
Description=[=[Conquistador]=];
Civilopedia=[=[The Conquistadors were the Spanish soldiers and explorers who conquered so much of the New World in the 16th and 17th centuries. Having recently driven the Moors from Spain, the Conquistadors were seasoned veteran light cavalrymen. Their ability to traverse difficult terrain on horseback made them especially effective against the natives of the New World, who lacked horses altogether and were unable to outrun their terrifying opponents.]=];
Strategy=[=[The [[Conquistador (Civ5)|Conquistador]] is a multi-purpose [[unit (Civ5)|unit]] that is strong both on land and at sea. Replacing the [[Knight (Civ5)|Knight]], it is an exceptional [[scout (Civ5)|scout]] on land with extra visibility. It also has the ability to found new [[cities (Civ5)|cities]], but only on a foreign continent that does not contain the [[Spanish (Civ5)|Spanish]] [[capital (Civ5)|capital]]. In the [[water (Civ5)|water]], the Conquistador has the defensive [[embarkation (Civ5)|embarkation]] [[promotion (Civ5)|promotion]] that allows it to defend itself against [[naval units (Civ5)|naval units]]. It also suffers no penalty when attacking cities, unlike the Knight.]=];
Help=[=[[[Medieval Era (Civ5)|Medieval Era]] [[unit (Civ5)|unit]] that specializes in [[scouting (Civ5)|scouting]] and colonizing overseas. Only Spain may build it. Replaces the [[Knight (Civ5)|Knight]].]=];
Combat=18;
Cost=120;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_KNIGHT";
CombatClass="UNITCOMBAT_MOUNTED";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
FoundAbroad=true;
PrereqTech="TECH_CHIVALRY";
ObsoleteTech="TECH_MILITARY_SCIENCE";
GoodyHutUpgradeUnitClass="UNITCLASS_CAVALRY";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_SPANISH_CONQUISTADOR";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=1;
PortraitIndex=1;
IconAtlas="DLC02_UNIT_ATLAS";
UnitFlagAtlas="DLC02_UNIT_FLAG_ATLAS";};
UNIT_POLYNESIAN_MAORI_WARRIOR={
Description=[=[Maori Warrior]=];
Civilopedia=[=[The Maori were some of the most feared warriors in all of Polynesia. They decorated their faces in a series of intricate and frightful tattoos, describing in detail their many accomplishments in battle. Before a skirmish would actually begin, each side would take part in an elaborate war dance called Haka, which would pantomime the fate awaiting the enemy soldiers should they fail. It was hoped that the dance would intimidate their opponents into quitting the field and admitting defeat, saving both sides a lot of time and energy.
The Maori were also well-known for their cannibalistic tendencies - slain warriors were eaten in order to capture their fighting spirit and power. Not only was this one of the only sources of protein on the islands, but it was done out of respect for the defeated warriors.]=];
Strategy=[=[The [[Maori Warrior (Civ5)|Maori Warrior]] is similar to a [[Great General (Civ5)|Great General]]; however instead of increasing the [[strength (Civ5)|strength]] of friendly [[units (Civ5)|units]], it decreases the strength of adjacent enemy units. Build plenty of these units early for their [[promotion (Civ5)|promotion]] stays with them as they are upgraded.]=];
Help=[=[[[Ancient Era (Civ5)|Ancient Era]] [[unit (Civ5)|unit]] that strikes fear into nearby enemies making them less effective in [[combat (Civ5)|combat]]. Only Polynesia may build it. Replaces the [[Warrior (Civ5)|Warrior]].]=];
Combat=6;
Cost=40;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_WARRIOR";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
ObsoleteTech="TECH_METAL_CASTING";
GoodyHutUpgradeUnitClass="UNITCLASS_SPEARMAN";
AdvancedStartCost=10;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=1;
UnitArtInfo="ART_DEF_UNIT_U_POLYNESIAN_MAORI_WARRIOR";
ShowInPedia=true;
MoveRate="BIPED";
IconAtlas="KAMEHAMEHA_UNIT_ATLAS";
UnitFlagAtlas="KAMEHAMEHA_UNIT_FLAG_ATLAS";};
UNIT_DANISH_BERSERKER={
Description=[=[Berserker]=];
Civilopedia=[=[As a member of the Great Heathen Army, the berserker was one of the most feared units of the late 9th century. This large Viking army of berserkers, warriors, and mariners was formed over a series of attacks on Paris and Rouen from 845- 850 AD, where they bolstered their numbers and refined their tactics. In 865, the army landed on the eastern shores of the British Isles, with the aspiration to conquer the entire island for settlement. Only one year later, it conquered the Kingdom of Northumbria, with the Kingdom of East Anglia falling in 870. Mercia followed in 874. The settlers who traveled with the great army founded the Kingdom of York from the rubble. The army was eventually defeated in 878, but its remaining members took up permanent residence in East Anglia, Essex, and Mercia.]=];
Strategy=[=[The [[Berserker (Civ5)|Berserker]] is one of two [[Danish (Civ5)|Danish]] Unique [[Units (Civ5)|Units]], replacing the [[Longswordsman (Civ5)|Longswordsman]]. This Unit is +1 [[Movement (Civ5)|Movement]] {{moves5}} [[compared (Civ5)|compared]] to the Longswordsman and possesses the Amphibious [[promotion (Civ5)|promotion]], allowing it to attack onto land from a [[Coast (Civ5)|Coast]] tile with no penalty.]=];
Help=[=[Strong, front-line [[land Unit (Civ5)|land Unit]] of the [[Medieval Era (Civ5)|Medieval Era]] that specializes in attacks from the sea. Only Denmark may build it. Replaces the [[Longswordsman (Civ5)|Longswordsman]].]=];
Combat=16;
Cost=120;
Moves=3;
BaseSightRange=2;
Class="UNITCLASS_LONGSWORDSMAN";
CombatClass="UNITCOMBAT_MELEE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_ATTACK";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_STEEL";
ObsoleteTech="TECH_RIFLING";
GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN";
HurryCostModifier=20;
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=3;
UnitArtInfo="ART_DEF_UNIT_U_DANISH_BERSERKER";
ShowInPedia=true;
MoveRate="HEAVY_BIPED";
IconAtlas="HARALD_UNIT_ATLAS";
UnitFlagAtlas="HARALD_UNIT_FLAG_ATLAS";};
UNIT_DANISH_SKI_INFANTRY={
Description=[=[Norwegian Ski Infantry]=];
Civilopedia=[=[These intrepid infantrymen were employed heavily by Denmark against Sweden during the Napoleonic Wars of 1807- 1814. Comparable in speed to light cavalry, these soldiers were capable of traversing the mountainsides and snow- covered fields much faster than anyone else on foot or horseback. Besides being able to cross forested and rocky terrain efficiently, the ski infantry were also used to pull wagons of supplies or even other squads of soldiers, as the lack of roads and deep snow made traditional horse travel difficult. Their first recorded usage dates back to roughly the 13th century.
Today, the ski infantry are still used by the Danish Navy to patrol large stretches of northern and eastern Greenland, areas of which are too rugged for most other forms of transportation. In Norway, every soldier in the army is still trained in the art of ski combat, and the Biathlon sporting event was inspired and developed from their military training and patrol routes.]=];
Strategy=[=[The [[Norwegian Ski Infantry (Civ5)|Norwegian Ski Infantry]] is one of two [[Danish (Civ5)|Danish]] Unique [[Units (Civ5)|Units]], replacing the [[Rifleman (Civ5)|Rifleman]]. This Unit moves through [[Snow (Civ5)|Snow]], [[Tundra (Civ5)|Tundra]], or [[Hill (Civ5)|Hill]] at double speed. It also has a +25% [[combat (Civ5)|combat]] bonus in Snow, Tundra or Hill [[terrain (Civ5)|terrain]] if neither [[Forest (Civ5)|Forest]] nor [[Jungle (Civ5)|Jungle]] is present.]=];
Help=[=[Strong, front-line [[land Unit (Civ5)|land Unit]] of the mid-game that specializes in operating in [[Snow (Civ5)|Snow]], [[Tundra (Civ5)|Tundra]] and [[Hills (Civ5)|Hills]]. Only Denmark may build it. Replaces the [[Rifleman (Civ5)|Rifleman]].]=];
Combat=25;
Cost=225;
Moves=2;
BaseSightRange=2;
Class="UNITCLASS_RIFLEMAN";
CombatClass="UNITCOMBAT_GUN";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_DEFENSE";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
IgnoreBuildingDefense=true;
PrereqTech="TECH_RIFLING";
ObsoleteTech="TECH_REPLACEABLE_PARTS";
GoodyHutUpgradeUnitClass="UNITCLASS_INFANTRY";
AdvancedStartCost=30;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
Conscription=5;
UnitArtInfo="ART_DEF_UNIT_U_DANISH_SKI_INFANTRY";
ShowInPedia=true;
MoveRate="BIPED";
UnitFlagIconOffset=1;
PortraitIndex=1;
IconAtlas="HARALD_UNIT_ATLAS";
UnitFlagAtlas="HARALD_UNIT_FLAG_ATLAS";};
UNIT_KOREAN_TURTLE_SHIP={
Description=[=[Turtle Ship]=];
Civilopedia=[=[These large, armored warships of the Choson dynasty played a crucial role in the defense of Korea during the Japanese invasions of the 16th century. Typically crewed by an equal compliment of soldiers and oarsmen, the Turtle Ship provided an aggressive close-assault ship for the Korean navy. Designed to strike fear in the enemy, each Turtle Ship featured a carved dragon figurehead on its bow, said to have emitted a cloud of sulfurous fumes to disguise the vessel's approach. Unlike the familiar designs used by sailing ships of the period, the Turtle Ship had no upper deck. The top level of the ship was covered in iron spikes to prevent boarding, with the oarsmen and soldiers segregated onto separate decks below. Armed with up to two dozen cannons and other small projectile weapons, the Turtle Ship was a dangerous foe for the unprepared navies of Korea's enemies.]=];
Strategy=[=[The [[Turtle Ship (Civ5)|Turtle Ship]] is a [[Korean (Civ5)|Korean]] unique [[unit (Civ5)|unit]]. This unit replaces the [[Caravel (Civ5)|Caravel]]. The Turtle [[Ship (Civ5)|Ship]] has a more powerful attack than the Caravel, and is extremely difficult to destroy. However it may not enter deep [[ocean (Civ5)|ocean]] hexes outside of the [[city (Civ5)|city]] borders.]=];
Help=[=[Heavily-armored [[naval unit (Civ5)|naval unit]] of the [[Renaissance Era (Civ5)|Renaissance Era]] that is extremely difficult to kill. However [[Turtle Ships (Civ5)|Turtle Ships]] cannot enter deep [[ocean (Civ5)|ocean]] hexes outside of the [[city (Civ5)|city]] borders. Only Korea may build it. Replaces the [[Caravel (Civ5)|Caravel]].]=];
Combat=30;
RangedCombat=12;
Cost=120;
Moves=4;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_CARAVEL";
CombatClass="UNITCOMBAT_NAVAL";
Domain="DOMAIN_SEA";
DefaultUnitAI="UNITAI_ATTACK_SEA";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_ASTRONOMY";
ObsoleteTech="TECH_COMBUSTION";
HurryCostModifier=30;
AdvancedStartCost=50;
MinAreaSize=20;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_KOREAN_TURTLESHIP";
ShowInPedia=true;
MoveRate="BOAT";
UnitFlagIconOffset=1;
PortraitIndex=1;
IconAtlas="SEJONG_UNIT_ATLAS";
UnitFlagAtlas="SEJONG_UNIT_FLAG_ATLAS";};
UNIT_KOREAN_HWACHA={
Description=[=[Hwach'a]=];
Civilopedia=[=[The Hwach'a, legendary Korean anti-infantry weapon, was a unique innovation in the development of early gunpowder-based weaponry. Created during the 15th century under the supervision of King Sejong the Great, the Hwach'a consisted of a large two-wheeled cart carrying a type of "honeycomb" housing, not unlike a modern missile battery, capable of storing hundreds of gunpowder-propelled arrows. The light-weight of these early rockets, known as "Singijeon," provided the Hwach'a with a notable advantage, allowing excellent maneuverability compared to a traditional cannon. The Hwach'a would prove to be a formidable weapon for the defense of the Korean Peninsula during the Japanese invasions of the 16th century.]=];
Strategy=[=[The [[Hwach'a (Civ5)|Hwach'a]] is extremely effective against enemy [[land units (Civ5)|land units]]. It is slow and vulnerable to enemy melee attack; it always should be supported by other [[units (Civ5)|units]] when it's in the field. The Hwach'a must "set up" (1 [[Movement (Civ5)|Movement]] Point) before attacking.]=];
Help=[=[Anti-personnel rocket [[unit (Civ5)|unit]] of the [[Medieval Era (Civ5)|Medieval Era]]. Strong against [[land units (Civ5)|land units]], but weak against [[cities (Civ5)|cities]]. Only Korea may build it. Replaces the [[Trebuchet (Civ5)|Trebuchet]].]=];
Combat=8;
RangedCombat=25;
Cost=120;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_TREBUCHET";
CombatClass="UNITCOMBAT_SIEGE";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
Mechanized=true;
PrereqTech="TECH_PHYSICS";
ObsoleteTech="TECH_CHEMISTRY";
GoodyHutUpgradeUnitClass="UNITCLASS_CANNON";
AdvancedStartCost=25;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_KOREAN_HWACHA";
ShowInPedia=true;
MoveRate="ARTILLERY";
IconAtlas="SEJONG_UNIT_ATLAS";
UnitFlagAtlas="SEJONG_UNIT_FLAG_ATLAS";};
UNIT_BABYLONIAN_BOWMAN={
Description=[=[Bowman]=];
Civilopedia=[=[We have a fairly accurate picture of the extraordinary Babylonian archery units, thanks to a beautiful Assyrian mosaic showing them marching off to battle. The Babylon archers are dressed in colorful padded robes and carry four-foot long bows, as well as a quiver of arrows slung on their backs. The archers also carry spears or daggers, doubtless for personal defense if enemy units get close enough for hand-to-hand combat.
Separate units carrying large, man-height shields would accompany the bowman, providing in effect, a movable fortress. The Bowmen were an integral part of the Babylonian infantry, as their numbers were easier to train and replace than the more expensive cavalry. Bowmen also helped man the famed Walls of Babylon, taking up positions in the many turrets dotting its line.]=];
Strategy=[=[The [[Bowman (Civ5)|Bowman]] is the [[Babylonian (Civ5)|Babylonian]] Unique [[Unit (Civ5)|Unit]], replacing the [[Archer (Civ5)|Archer]]. This Unit is stronger in [[combat (Civ5)|combat]] than the Archer, both offensively and defensively, allowing placement in the front line. The Bowman's improved combat prowess helps ameliorate any concern that it may be [[quickly (Civ5)|quickly]] overrun.]=];
Help=[=[One of the first available [[ranged Units (Civ5)|ranged Units]], this [[Babylonian (Civ5)|Babylonian]] Unique [[Unit (Civ5)|Unit]] replaces the [[Archer (Civ5)|Archer]]. The [[Bowman (Civ5)|Bowman]] can better withstand melee attacks than the [[standard (Civ5)|standard]] Archer available to other civs.]=];
Combat=6;
RangedCombat=8;
Cost=40;
Moves=2;
Range=2;
BaseSightRange=2;
Class="UNITCLASS_ARCHER";
CombatClass="UNITCOMBAT_ARCHER";
Domain="DOMAIN_LAND";
DefaultUnitAI="UNITAI_RANGED";
MilitarySupport=true;
MilitaryProduction=true;
Pillage=true;
PrereqTech="TECH_ARCHERY";
ObsoleteTech="TECH_MACHINERY";
GoodyHutUpgradeUnitClass="UNITCLASS_CROSSBOWMAN";
AdvancedStartCost=50;
MinAreaSize=-1;
NukeDamageLevel=-1;
CombatLimit=100;
XPValueAttack=3;
XPValueDefense=3;
UnitArtInfo="ART_DEF_UNIT_U_BABYLONIAN_BOWMAN";
ShowInPedia=true;
MoveRate="BIPED";
IconAtlas="NEB_UNIT_ATLAS";
UnitFlagAtlas="NEB_UNIT_FLAG_ATLAS";};}return data